Aurora 4x

C# Aurora => C# Suggestions => Topic started by: Steve Walmsley on December 18, 2023, 11:15:33 AM

Title: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on December 18, 2023, 11:15:33 AM
Time to start a new thread. Please add suggestions in this thread for releases starting with v2.4.0
Title: Re: Suggestions Thread for v2.4.0
Post by: Tavik Toth on December 18, 2023, 11:38:18 AM
Looking at the Customise NPR window, could it be used when creating a non-human player race when creating a game too? Not sure how practical it would be.
Title: Re: Suggestions Thread for v2.4.0
Post by: Elouda on December 18, 2023, 12:56:36 PM
Are missile series ever going to make a return? I really miss their utility from back in the day, being able to automatically revert to previous designs if the latest is not available.
Title: Re: Suggestions Thread for v2.4.0
Post by: SinisterMinister on December 18, 2023, 05:45:04 PM
Hey.  Wanted to request a few accessibility QoL changes for screen reader users. 
1.  Would it be possible to perhaps click on a body or JP in the system view and have the game designate it as the centre point of the system? The effect of this would be to have distances between various points accessible in a text format.  Right now there's no way to know how far various bodies are from one another which makes planning very difficult.  So for example, let's say I wanted to put down a naval base near a major JP in Alpha Centauri, I'd  be able to set that JP as the centre of the system and the nearest body would be displayed to me. 

Next, perhaps this one is too big an ask but figure I'd ask it anyway.  Would it be possible to get something like the OOB by System tab but for known alien ships in different systems?  Perhaps it might even be able to group the various fleets together and have information such as their speed, baring and approximate description reported as well.  For example,
"Sol System     Group A      Orbiting Earth     2005KM/S"

If not that right now if you're following a ship it says the baring of your fleet in relation to that.  It would be nice to somehow have it display a textual description of where the ship is.  This is very useful for raiders or ships that have lost sensor contact.  So instead of saying First Battle Fleet, orders, follow enemy ship, it might say follow enemy ship 132 thousand KM/s from Mars at 90 degrees. 

Hopefully those suggestions make some semblance of sense.  They'd really make the game a lot easier for blind players.

Before I close though one  mechanical suggestion.  Would it ever be considered to add the ability to vassalise the minor races for example?
Thanks once again, hope you consider my suggestions. 
Title: Re: Suggestions Thread for v2.4.0
Post by: Garfunkel on December 19, 2023, 12:50:23 AM
Suggestion for a fighter-sized cargo hold, either 100-ton or 250-tons would be great. Now that fighters can land on all bodies again, they can perform all missions that actual ships can except for transporting facilities and minerals, meaning that it is impossible to run a fighter-only game. Having a fighter-sized cargo hold would rectify that.
Title: Re: Suggestions Thread for v2.4.0
Post by: captainwolfer on December 19, 2023, 04:35:13 AM
Add an option to group missile contacts, I just had an instance where I had to manually count in the event log how many salvos were incoming to figure out the total number of missiles (it was 981 missiles in 109 separate contacts)
Title: Re: Suggestions Thread for v2.4.0
Post by: Warer on December 19, 2023, 08:32:35 AM
Average Mineral Accessibility, Amount and Likelihood during game setup, maybe even a toggle that all planets should have ~some~ minerals.

More options for setting up minerals on planets manually, basically a button to specify that the planet should have a large amount high accessibility low amount or the reverse of which mineral.
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on December 19, 2023, 09:45:58 AM
Average Mineral Accessibility, Amount and Likelihood during game setup, maybe even a toggle that all planets should have ~some~ minerals.

More options for setting up minerals on planets manually, basically a button to specify that the planet should have a large amount high accessibility low amount or the reverse of which mineral.

In SM Mode, you can already specify the exact amount and accessibility of each mineral on each planet, using the System View window.
Title: Re: Suggestions Thread for v2.4.0
Post by: Kaiser on December 19, 2023, 02:09:32 PM
Steve, add an order to refuel another fleet "while this fleet is moving".

Realistically speaking, I do not see the reason why while a ship is moving (or has run out of fuel but it is still moving at 1km/s) cannot be refuel. After all, in real world fighter and ships get refueled while moving, so why not in sci-fy Aurora?

If you think there's a reason why you do not want do that, maybe we can think of an extra module to add to tankers or maybe a chance that the refuel operation fails and there's an explosion with random damage in one of the two ships (I imagine this operation would be risky and complicated).

Currently a ship that has run ot of fuel must be emptied of movement orders, deleted of conditional movements and than can be refueled and orders restored, pretty cumbersome.
Title: Re: Suggestions Thread for v2.4.0
Post by: captainwolfer on December 19, 2023, 02:12:30 PM
Steve, add an order to refuel another fleet "while this fleet is moving".

Realistically speaking, I do not see the reason why while a ship is moving (or has run out of fuel but it is still moving at 1km/s) cannot be refuel. After all, in real world fighter and ships get refueled while moving, so why not in sci-fy Aurora?

If you think there's a reason why you do not want do that, maybe we can think of an extra module to add to tankers or maybe a chance that the refuel operation fails and there's an explosion with random damage in one of the two ships (I imagine this operation would be risky and complicated).
Ships can already refuel while moving. Its under the "underway replenishment tech", which starts at 20% of normal rate and goes up from there. You just have to have the tanker join the fleet, and set it to refill ships in the fleet
Title: Re: Suggestions Thread for v2.4.0
Post by: Kaiser on December 19, 2023, 02:17:17 PM
Steve, add an order to refuel another fleet "while this fleet is moving".

Realistically speaking, I do not see the reason why while a ship is moving (or has run out of fuel but it is still moving at 1km/s) cannot be refuel. After all, in real world fighter and ships get refueled while moving, so why not in sci-fy Aurora?

If you think there's a reason why you do not want do that, maybe we can think of an extra module to add to tankers or maybe a chance that the refuel operation fails and there's an explosion with random damage in one of the two ships (I imagine this operation would be risky and complicated).
Ships can already refuel while moving. Its under the "underway replenishment tech", which starts at 20% of normal rate and goes up from there. You just have to have the tanker join the fleet, and set it to refill ships in the fleet

I know that, I wanted avoid the joining fleet order, because than you have to detach the tanker again.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on December 19, 2023, 02:28:53 PM
Quote
Ships can already refuel while moving. Its under the "underway replenishment tech", which starts at 20% of normal rate and goes up from there. You just have to have the tanker join the fleet, and set it to refill ships in the fleet

I know that, I wanted avoid the joining fleet order, because than you have to detach the tanker again.

I think this is going to be a necessary annoyance, otherwise you will inevitably get situations where a tanker is ordered to refuel a fleet it cannot keep up with and someone will wonder why their fleet ran out of fuel. Having the tanker join the fleet ensures that the speeds match and prevents all kinds of annoying bugs and it really is not that annoying honestly.
Title: Re: Suggestions Thread for v2.4.0
Post by: DrBladeSTEEL on December 19, 2023, 03:04:05 PM
Steve, add an order to refuel another fleet "while this fleet is moving".

Realistically speaking, I do not see the reason why while a ship is moving (or has run out of fuel but it is still moving at 1km/s) cannot be refuel. After all, in real world fighter and ships get refueled while moving, so why not in sci-fy Aurora?

If you think there's a reason why you do not want do that, maybe we can think of an extra module to add to tankers or maybe a chance that the refuel operation fails and there's an explosion with random damage in one of the two ships (I imagine this operation would be risky and complicated).
Ships can already refuel while moving. Its under the "underway replenishment tech", which starts at 20% of normal rate and goes up from there. You just have to have the tanker join the fleet, and set it to refill ships in the fleet

I know that, I wanted avoid the joining fleet order, because than you have to detach the tanker again.

Piggybacking off Slurpee, you can make this less annoying by 'Join as sub-fleet', then you can simply detach the sub once it's refueled.
Title: Re: Suggestions Thread for v2.4.0
Post by: Louella on December 19, 2023, 03:50:31 PM
More auxiliary command stations, to provide more positions for officers, and allow officers to have more extensive career histories:

Much like how the existing command stations such as "Science Department", "Engineering" etc function, where the officer assigned gives their full bonus, and the ship captain a half bonus to a function.

Things like:
Terraforming Control, for coordinating the terraforming modules of the ship - officer position would be "Planetologist", uses the "Terraforming" bonus of the officer.
Xenolinguistics Department, for dealing with aliens - officer would be "Xenolinguist", uses the "Communications" bonus
Astrophysics Department, for jump stabilisation ships - officer would be "Astrophysicist", using the "Production" bonus
Information Warfare Centre, for ELINT ships - officer would be "Information Warfare Officer", using the "Intelligence" bonus
Astrogeology Department, for orbital mining ships - officer would be "Astrogeologist", using the "Mining" bonus
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on December 19, 2023, 03:58:16 PM
More auxiliary command stations, to provide more positions for officers, and allow officers to have more extensive career histories:

Much like how the existing command stations such as "Science Department", "Engineering" etc function, where the officer assigned gives their full bonus, and the ship captain a half bonus to a function.

Things like:
Terraforming Control, for coordinating the terraforming modules of the ship - officer position would be "Planetologist", uses the "Terraforming" bonus of the officer.
Xenolinguistics Department, for dealing with aliens - officer would be "Xenolinguist", uses the "Communications" bonus
Astrophysics Department, for jump stabilisation ships - officer would be "Astrophysicist", using the "Production" bonus
Information Warfare Centre, for ELINT ships - officer would be "Information Warfare Officer", using the "Intelligence" bonus
Astrogeology Department, for orbital mining ships - officer would be "Astrogeologist", using the "Mining" bonus

This has been discussed many times in the past. The main reason cited not to do this is that it doesn't create interesting decisions in most cases. For example, a terraforming control module is a no-brainer, it goes on every terraforming ship once you research it because it is so small and (presumably) cheap compared to an actual terraforming module. Similar for, e.g., orbital mining, jump stabilization, cargo handling, etc. - in general, auxiliary command stations for commercial ships don't have the same tradeoffs as on military ships because the former are usually so much larger.

There is also an argument that it is too redundant, since on these kinds of ships the commander is already being selected for a single bonus and is giving the full bonus to the ship, unlike a military ship where several commander skills are relevant and these are applied at half-bonus, so having specialized posts makes more sense to specialize the ship rather than just being a straight-up buff. Even survey ships have this dynamic, since the ship's captain applies only half of their bonuses but multiple bonuses are relevant (Survey, Engineering, and perhaps Crew Training at least).

I would be interested in seeing a new station to support the expanded EWAR capabilities somehow, though I don't know how that would be justified in the lore.
Title: Re: Suggestions Thread for v2.4.0
Post by: Louella on December 21, 2023, 12:44:44 PM
Quote from: nuclearslurpee link=topic=13404. msg167315#msg167315 date=1703023096
Quote from: Louella link=topic=13404. msg167314#msg167314 date=1703022631
More auxiliary command stations, to. . .  allow officers to have more extensive career histories:
This has been discussed many times in the past.  The main reason cited not to do this is that it doesn't create interesting decisions in most cases.
True enough, however it'd allow for more story opportunities.  Having the ship commander separate from the ship's primary function, has potential for story set-ups, whereas the single-officer ship has less.  Especially when you factor in the "political reliability" option for promotions.
An officer character who has high combat-related stats, but low political reliability, and they get assigned to a garbage scow for 5 years because of politics, is a prompt for writing a short story.
"Despite graduating at the top of their class at the Academy, Captain Wingus was assigned command of a garbage scow after a falling-out with the Admiralty, not helped by spilling their drink on the Grand Admiral's bosom at a Sector HQ soiree, where they languished for 5 years before acquiring a sufficiently embarrassing amount of seniority that necessitated their transfer back to a ship of the line".  Comedy all round.
And it reduces the amount of "dead-end" positions.  Like, for terraformer ships, you have the ships, and maybe one staff position, and that's the only use for the whole officer skill bonus for terraforming.  Having more positions on ships would help shuffle characters around, provide variety etc.
Sure it wouldn't be "optimal", but it'd be nice for it to be an option.  Just like how "realistic promotions" isn't optimal.
Title: Re: Suggestions Thread for v2.4.0
Post by: Solidus on December 21, 2023, 02:24:22 PM
Minor QoL suggestion, standardize the inclusion of parent fleet information in Event messaging.  For example the Maintenance Problem event in the message below include the parent fleet (Battle Fleet) in the log; while the Overhaul Complete log entry does not.
Title: Re: Suggestions Thread for v2.4.0
Post by: Elminster on December 21, 2023, 03:02:27 PM
Suggestion:
Release 2.5.0 before Christmas, so we have the most stable version to play with for the rest of the year.  ;D
Title: Re: Suggestions Thread for v2.4.0
Post by: papent on December 21, 2023, 03:26:01 PM
Requesting that Automated Assignments Tour Lengths protocol make a comeback.
And Would love to see Missile Series return.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on December 21, 2023, 04:00:05 PM
Suggestion:
Release 2.5.0 before Christmas, so we have the most stable version to play with for the rest of the year.  ;D

Unironically this because it's a crying shame that ATG on missiles is bugged and I want to play with the new toys.
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on December 21, 2023, 05:08:38 PM
Suggestion:
Release 2.5.0 before Christmas, so we have the most stable version to play with for the rest of the year.  ;D

Unironically this because it's a crying shame that ATG on missiles is bugged and I want to play with the new toys.

I will release v2.5.0 before Christmas. As this is a DB release, I am just giving it a couple more days to see if anything else turns up.
Title: Re: Suggestions Thread for v2.4.0
Post by: Bucz on December 21, 2023, 06:13:54 PM
Would it be possible to import/export admin command setup?
Would it be possible to copy/paste auto assignment settings between different admin commands?

Right now it takes a lot of time to set it up every time you start a new campaign or create new admin structures/fleets.
Creating 20+ different admin commands and then setting their automatic assignment preferences and priorities is a lot of clicking.
Would be great qol change to make it easier to set up.
Title: Re: Suggestions Thread for v2.4.0
Post by: Garfunkel on December 21, 2023, 06:24:23 PM
Welcome to the forums Bucz, please register your account so that you can post normally and we don't have to manually approve each post you make.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on December 21, 2023, 09:48:46 PM
Would it be possible to import/export admin command setup?
Would it be possible to copy/paste auto assignment settings between different admin commands?

Right now it takes a lot of time to set it up every time you start a new campaign or create new admin structures/fleets.
Creating 20+ different admin commands and then setting their automatic assignment preferences and priorities is a lot of clicking.
Would be great qol change to make it easier to set up.

I would like if by default admin commands inherited their settings from their parent command on creation (except that the required rank is reduced by 1, of course). Worst case, it is the same as we have now and I have to change everything again, best case is that this reduces micro when creating cascades of LOG or SRV commands for instance.
Title: Re: Suggestions Thread for v2.4.0
Post by: Droll on December 21, 2023, 11:43:18 PM
A new event "Fleet Completed Shore Leave" that fires when the last ship in the fleet that needed shore leave completes it's rewind clock. It would let me finally hide the spam of "Shore Leave Complete" events that fire for each individual ship.
Title: Re: Suggestions Thread for v2.4.0
Post by: Elminster on December 23, 2023, 03:17:33 AM
BTW, isn't it time for a new Full Installation Version?
I mean... 1.13.0 to 2.5.0 seems to be an adequate jump, don't you think? ;-)
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on December 23, 2023, 05:44:45 AM
BTW, isn't it time for a new Full Installation Version?
I mean... 1.13.0 to 2.5.0 seems to be an adequate jump, don't you think? ;-)

Once it is stable, I will update the full install.
Title: Re: Suggestions Thread for v2.4.0
Post by: Salsabrains on December 23, 2023, 09:48:46 AM
Re the suggestions on additional command modules for industrial ships what about:
- making industrial modules give off significant thermal / EM signatures
- making the additional command modules both large and expensive, so that they were only justified in very large ships /stations with a lot of modules
The first would incentivise smaller ships to reduce risk of detection, while the second would incentivise large ships for greater efficiency.  This wouldn't really work for stabilization ships, as you only need one module, but for miners / terraformers could create an interesting design decision
Title: Re: Suggestions Thread for v2.4.0
Post by: Kurt on December 23, 2023, 10:54:00 AM
Suggestion:
Release 2.5.0 before Christmas, so we have the most stable version to play with for the rest of the year.  ;D

Unironically this because it's a crying shame that ATG on missiles is bugged and I want to play with the new toys.

I will release v2.5.0 before Christmas. As this is a DB release, I am just giving it a couple more days to see if anything else turns up.

This actually works for me.  I set up a new campaign, but have been struggling to get it off the ground.  It took me longer than it should have to realize that this was because I wasn't really interested in the setup, and couldn't get into it.  I had already decided to start over, and the new update works for me. 

Thanks Steve!
Title: Re: Suggestions Thread for v2.4.0
Post by: tastythighs on December 23, 2023, 01:10:44 PM
NPRs and spoilers to use heavy, superheavy and ultraheavy vehicle types.  Rakhas have their battlewagons, but no stompas. 
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on December 23, 2023, 05:11:58 PM
Suggestion:
Release 2.5.0 before Christmas, so we have the most stable version to play with for the rest of the year.  ;D

Unironically this because it's a crying shame that ATG on missiles is bugged and I want to play with the new toys.

I will release v2.5.0 before Christmas. As this is a DB release, I am just giving it a couple more days to see if anything else turns up.

This actually works for me.  I set up a new campaign, but have been struggling to get it off the ground.  It took me longer than it should have to realize that this was because I wasn't really interested in the setup, and couldn't get into it.  I had already decided to start over, and the new update works for me. 

Thanks Steve!

On those lines, it can be useful to complete setup and then save a copy of the database before incrementing time. If the campaign doesn't get off to a good start, you can go back to that database at any time, open up the System View and use Regen Min and Regen JP to effectively create a new Sol system, giving you a new start. The NPRs will be the same though.
Title: Re: Suggestions Thread for v2.4.0
Post by: Droll on December 23, 2023, 05:32:08 PM
Suggestion:
Release 2.5.0 before Christmas, so we have the most stable version to play with for the rest of the year.  ;D

Unironically this because it's a crying shame that ATG on missiles is bugged and I want to play with the new toys.

I will release v2.5.0 before Christmas. As this is a DB release, I am just giving it a couple more days to see if anything else turns up.

This actually works for me.  I set up a new campaign, but have been struggling to get it off the ground.  It took me longer than it should have to realize that this was because I wasn't really interested in the setup, and couldn't get into it.  I had already decided to start over, and the new update works for me. 

Thanks Steve!

On those lines, it can be useful to complete setup and then save a copy of the database before incrementing time. If the campaign doesn't get off to a good start, you can go back to that database at any time, open up the System View and use Regen Min and Regen JP to effectively create a new Sol system, giving you a new start. The NPRs will be the same though.

To add to this if you aren't afraid of messing with the DB you can also translate save breaking updates to new versions if you haven't really started the campaign - especially if you aren't starting with NPRs. My current save was started in 2.3.1 but I was able to manually translate the DB to 2.4.0 without errors (I had to update some spoiler Jump Engines which I think may have left some of their designs a bit sub-optimal, side-effects will always result from such a translation). Needless to say this also depends a lot on the scope of changes, I wouldn't attempt to translate a 2.1 game to 2.2 but 2.3.1 to 2.4 wasn't a massive leap when there we no NPRs and only a couple of spotted spoiler ships.

Edit: Goes without saying that if you are going to attempt this consider your DB modded for the purposes of bug reporting and also back up everything in case you brick your save.
Title: Re: Suggestions Thread for v2.4.0
Post by: buczbucz on December 24, 2023, 05:26:18 PM
Would it be possible to add a checkbox to assign class/system/ships names from a list completely at random? Right now it feels that it follows some specific order (which isn't alphabetic, but is always the same).  So for example first ship class created using Class Theme - Terran Federation is always Discovery, then Napoleon, then Outreach.  I would like to make it fully random from a given list or lists.
Title: Re: Suggestions Thread for v2.4.0
Post by: Azarea on December 25, 2023, 11:38:59 AM
Back in vb6 aurora, there was an option to hide the text of civilian fleets, but still show the ships on the map.  It was quite nice to see the traffic of a busy system, without the clutter of irrelevant text.  Could we perhaps have this checkbox back?
Title: Re: Suggestions Thread for v2.4.0
Post by: KriegsMeister on December 25, 2023, 01:07:07 PM
Suggestion for a fighter-sized cargo hold, either 100-ton or 250-tons would be great. Now that fighters can land on all bodies again, they can perform all missions that actual ships can except for transporting facilities and minerals, meaning that it is impossible to run a fighter-only game. Having a fighter-sized cargo hold would rectify that.
I'd also like to bring up an old suggestion to remove the size requirement for commercial engines. As it stand now with the new 50t cargo shuttle, the smallest commercial transport you can make is over 2000t; 500t cargo hold, 50t shuttle, 50t bridge, 50t engineering space, 1250t engine, and fuel/armor/sensors to flavor and tech limitations. You can make it smaller but it will require maintenance which would be pretty annoying for something that's meant to transport small amounts of minerals or infrastructure within a system.

Also merry Christmas everyone!
Title: Re: Suggestions Thread for v2.4.0
Post by: nakorkren on December 26, 2023, 10:12:01 AM
Would it be possible to add a check-box similar to to "Sync Fleet" called "Sync Salvo Speed" that when checked forces all missiles fired from the same ship and/or fleet to fly at the speed of the slowest missile?

For example, you may wish to launch a mix of normal and laser-warhead missiles that are otherwise identical, but they're going to fly at different speeds unless you add fuel to the normal-warhead one to make up the difference, which is a waste of fuel.

Alternately, could we have a design feature in the missile design section called "ballast" that does nothing but add mass/size, and costs nothing, to make matching missile speeds easier?
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on December 26, 2023, 10:20:08 AM
Alternately, could we have a design feature in the missile design section called "ballast" that does nothing but add mass/size, and costs nothing, to make matching missile speeds easier?

If you need 'ballast', just add more fuel.
Title: Re: Suggestions Thread for v2.4.0
Post by: Elminster on December 26, 2023, 11:21:17 AM
It would be nice to have a simple "Yes/No" Information in the environmental overview of a system body, indicating if this body is terraformable at all for the current race.
Not the specific modifications needed, only "Yes/No".
Would greatly help to decide if the effort is worth it, especially with eccentric orbits enabled.
Title: Re: Suggestions Thread for v2.4.0
Post by: Hari on December 27, 2023, 01:49:13 AM
Would it be possible to import/export admin command setup?
Would it be possible to copy/paste auto assignment settings between different admin commands?

Right now it takes a lot of time to set it up every time you start a new campaign or create new admin structures/fleets.
Creating 20+ different admin commands and then setting their automatic assignment preferences and priorities is a lot of clicking.
Would be great qol change to make it easier to set up.

+1, as I can't "say thanks" to this post !
Title: Re: Suggestions Thread for v2.4.0
Post by: Elminster on December 27, 2023, 06:11:15 AM
I'm pretty sure I made this suggestion quite some time ago, and probably someone else, too. So this is more like a "bump" suggestion.  :)

Regarding the Research Tab, can we get the "Matching Scientists Only" checkbox be checked by default?
It doesn't matter how often I go to the Research Tab, I literally always check the box manually, and every time I return to the tab I also always have to check it again.
Only if there isn't any matching Scientist I uncheck the box again.

Or at least make it remember the state when closing the tab/window.

SJW: Added for v2.5.1
Title: Re: Suggestions Thread for v2.4.0
Post by: captainwolfer on December 27, 2023, 07:02:54 PM
Add an "auto-organize" button to the galactic map screen, which automatically sorts systems so we don't have to manually re-arrange the galactic map once it starts getting large
Title: Re: Suggestions Thread for v2.4.0
Post by: tastythighs on December 27, 2023, 08:35:56 PM
When making use of the new copy + upgrade system for ground formations, ground forces construction counts it as a new formation for numbering purposes, resetting the count.
I'd like to suggest for the number to either carry over when upgrading, or to add the ability to manually set where the automatic numbering system counts from, i. e.  being able to set the count to "46th mechanised infantry - 2078" and subsequent "mechanised infantry - 2078" formations would count on from 47th instead of from the 1st.
Title: Re: Suggestions Thread for v2.4.0
Post by: smoelf on December 28, 2023, 05:05:44 AM
A column in the empire mining view to indidate which system a colony is located in. This would make it much easier to quickly estimate if a system has the necessary mining incomes.
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on December 28, 2023, 06:34:15 AM
Add an "auto-organize" button to the galactic map screen, which automatically sorts systems so we don't have to manually re-arrange the galactic map once it starts getting large

Happy to implement if you can supply the logic :)
Title: Re: Suggestions Thread for v2.4.0
Post by: kilo on December 28, 2023, 07:56:31 AM
Add an "auto-organize" button to the galactic map screen, which automatically sorts systems so we don't have to manually re-arrange the galactic map once it starts getting large

Happy to implement if you can supply the logic :)

Maybe it can be done semi-automated. I was thinking of the TikZ module in LaTeX to create mind maps. Start with a starting system like Sol in the center and create each system around it with the first directly north and every following one 360/x degrees further clockwise with x being the number of explored JPs. You do the same for the next set of JPs that originate from the daughter systems with the single difference that the parent system is the new starting point from which systems get placed.
The connections between later generations of stars have to be significantly shorter than those for earlier generations, but they have to be long compared to the star system symbols. This way you can ensure that there will never be an overlap between systems.
You can use zoom on the star map after all and you have no size limitations like you have on paper.
Title: Re: Suggestions Thread for v2.4.0
Post by: ISN on December 28, 2023, 08:09:25 AM
Add an "auto-organize" button to the galactic map screen, which automatically sorts systems so we don't have to manually re-arrange the galactic map once it starts getting large

Happy to implement if you can supply the logic :)

You could check out the code for one of the algorithms listed here: https://graphviz.org/docs/layouts/

Assuming you can't just use this library as-is, I totally understand not wanting to spend your time digging through their code and reimplementing it -- I'm sure you have more interesting things to work on. But at the very least improving the grid snapping algorithm (currently it often doesn't snap to the nearest grid point, it might be rounding down?) and letting people adjust parameters like the minimum grid spacing and default placement distance would I think go a long way towards making the inevitable map rearrangements less painful.
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on December 28, 2023, 08:46:59 AM
Add an "auto-organize" button to the galactic map screen, which automatically sorts systems so we don't have to manually re-arrange the galactic map once it starts getting large

Happy to implement if you can supply the logic :)

Maybe it can be done semi-automated. I was thinking of the TikZ module in LaTeX to create mind maps. Start with a starting system like Sol in the center and create each system around it with the first directly north and every following one 360/x degrees further clockwise with x being the number of explored JPs. You do the same for the next set of JPs that originate from the daughter systems with the single difference that the parent system is the new starting point from which systems get placed.
The connections between later generations of stars have to be significantly shorter than those for earlier generations, but they have to be long compared to the star system symbols. This way you can ensure that there will never be an overlap between systems.
You can use zoom on the star map after all and you have no size limitations like you have on paper.

The above solution might work for the first 3-4 connections, assuming no loops, but when you get to 10+ jump chains and hundreds of systems, you quickly run out of space. How do you handle situations where there are not enough surrounding 'locations' for the systems (mainly due to the presence of other nearby un-connected systems) and how do you handle loops, especially nested loops?

The star map doesn't zoom BTW
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on December 28, 2023, 08:58:00 AM
Add an "auto-organize" button to the galactic map screen, which automatically sorts systems so we don't have to manually re-arrange the galactic map once it starts getting large

Happy to implement if you can supply the logic :)

You could check out the code for one of the algorithms listed here: https://graphviz.org/docs/layouts/

Assuming you can't just use this library as-is, I totally understand not wanting to spend your time digging through their code and reimplementing it -- I'm sure you have more interesting things to work on. But at the very least improving the grid snapping algorithm (currently it often doesn't snap to the nearest grid point, it might be rounding down?) and letting people adjust parameters like the minimum grid spacing and default placement distance would I think go a long way towards making the inevitable map rearrangements less painful.

I had a quick look, but they are either designed for hierarchies (which this isn't), circular plots (again, not the same), handle less complex situations, or they simply draw lines to different nodes regardless of how many other lines they cross. None of those is suitable for Aurora.

This is one of those situations in which humans are generally better than computers, especially as each player will have his own view on an acceptable layout.

Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on December 28, 2023, 09:32:14 AM
This is one of those situations in which humans are generally better than computers, especially as each player will have his own view on an acceptable layout.

This is especially true because a computer, at least in Aurora, cannot understand which topographical features are "important". I arrange my galactic maps not only to untangle the loops but also to emphasize or focus on the most important features as the map evolves, which a computer cannot understand unless Steve spends so much time programming this that the game remains in 2.5.0 for a decade.
Title: Re: Suggestions Thread for v2.4.0
Post by: simast on December 28, 2023, 09:51:21 AM
We can double click on commanders in ship view and also fleet view and this opens commanders window with that commander pre-selected. Very useful to quickly find more details about the commander. However there are some places where the same behaviour does not work (double clicking on commander does nothing):
Would it be possible to add similar behaviour there?  :)
Title: Re: Suggestions Thread for v2.4.0
Post by: Doc on December 28, 2023, 10:05:32 AM
When constructing fighters, it would be helpful if the fleet selection dropdown didn't include all the civilian fleets, since we never build any fighters for those anyway.
Title: Re: Suggestions Thread for v2.4.0
Post by: Andrew on December 28, 2023, 11:32:32 AM
I add fighters to numerous civilain fleets as I stick a commercial hanger on most commercial ships and then a pair of fighters so a convoy stands a chance of killing a raider
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on December 28, 2023, 11:54:18 AM
I add fighters to numerous civilain fleets as I stick a commercial hanger on most commercial ships and then a pair of fighters so a convoy stands a chance of killing a raider

I think here, "civilian" refers to civilian shipping lines, which the player cannot really interact with or control.
Title: Re: Suggestions Thread for v2.4.0
Post by: Ulzgoroth on December 28, 2023, 07:06:10 PM
I'd find it useful to be able to make the mineral search window sort by accessibility instead of by deposit volume.

You can approximate the effect by fiddling with the accessibility threshold, but sometimes finding the easiest deposits really is the priority.
Title: Re: Suggestions Thread for v2.4.0
Post by: papent on December 28, 2023, 10:41:50 PM
A few commander suggestions that has been previous suggested in the past:

Title: Re: Suggestions Thread for v2.4.0
Post by: Droll on December 28, 2023, 11:25:13 PM
Reintroduction of Staff Officers for admin commands

Was this ever a thing?
Title: Re: Suggestions Thread for v2.4.0
Post by: papent on December 28, 2023, 11:42:47 PM
Reintroduction of Staff Officers for admin commands

Was this ever a thing?

Task Forces had Staff Officers in VB6 as Admin Commands are the C# version of the Task Force.
Title: Re: Suggestions Thread for v2.4.0
Post by: Droll on December 29, 2023, 12:58:31 AM
Would be nice if there was an extra category in the intel screen called "Known Ordnance" that would provide the characteristics of captured missiles as well as what classes they were seen on (if any).

This could also be extended and more generically called "known Components" and include other systems. Though other systems are often named after their capabilities which makes that less significant, it's only really missiles that get non-descriptive names.
Title: Re: Suggestions Thread for v2.4.0
Post by: Droll on December 29, 2023, 01:05:54 AM
Would be cool if we had the ability to set a crew requirement for miscellaneous components, as sub-optimal that sounds mechanically.

Right now I have to posthumously DB edit crew requirements for those components in myself.
Title: Re: Suggestions Thread for v2.4.0
Post by: tastythighs on December 29, 2023, 06:08:25 PM
Minor QoL suggestion, add the ability to scrap multiple types of component from your stockpile at once.
It can get pretty messy, particularly if you're salvaging/capturing a lot of ships and have a wide variety of NPR components cluttering up the view, and scrapping one at a time is slow.

Alternatively, separate NPR/spoiler-designed and player-designed components into separate columns, to make it easier to check on your stockpiles of components for building ships vs your stockpile of loot.
Title: Re: Suggestions Thread for v2.4.0
Post by: kilo on December 30, 2023, 03:21:09 AM
Add an "auto-organize" button to the galactic map screen, which automatically sorts systems so we don't have to manually re-arrange the galactic map once it starts getting large

Happy to implement if you can supply the logic :)

Maybe it can be done semi-automated. I was thinking of the TikZ module in LaTeX to create mind maps. Start with a starting system like Sol in the center and create each system around it with the first directly north and every following one 360/x degrees further clockwise with x being the number of explored JPs. You do the same for the next set of JPs that originate from the daughter systems with the single difference that the parent system is the new starting point from which systems get placed.
The connections between later generations of stars have to be significantly shorter than those for earlier generations, but they have to be long compared to the star system symbols. This way you can ensure that there will never be an overlap between systems.
You can use zoom on the star map after all and you have no size limitations like you have on paper.

The above solution might work for the first 3-4 connections, assuming no loops, but when you get to 10+ jump chains and hundreds of systems, you quickly run out of space. How do you handle situations where there are not enough surrounding 'locations' for the systems (mainly due to the presence of other nearby un-connected systems) and how do you handle loops, especially nested loops?

The star map doesn't zoom BTW

Loops are the biggest issue I can see and they should be prevented at all costs. Every Item should only be allowed to be placed once and cross connections would be ugly in these cases. I never came to a situation where there was not enough space in LaTeX though. You could simply fit more objects on the circle when you increased the radius of it. The hard limitation of it was paper dimensions, which can be ignored when it comes to game development.
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on December 30, 2023, 05:40:11 AM
Loops are the biggest issue I can see and they should be prevented at all costs.

Loops are a major part of the game. I am not going to prevent them in order to make mapping easier.
Title: Re: Suggestions Thread for v2.4.0
Post by: mike2R on December 30, 2023, 05:50:53 AM
Add an "auto-organize" button to the galactic map screen, which automatically sorts systems so we don't have to manually re-arrange the galactic map once it starts getting large

Happy to implement if you can supply the logic :)

There seems to be a very nice package, that is unfortunately in javascript, called d3 force that looks like it could do something pretty neat using a force-directed graph technique.

Demo (with some really nice drag functionality):
https://observablehq.com/@d3/force-directed-graph/2?intent=fork

Source:
https://github.com/d3/d3-force

Title: Re: Suggestions Thread for v2.4.0
Post by: Garfunkel on December 30, 2023, 07:23:58 AM
Loops ... should be prevented at all costs.
I'm sorry but that is complete nonsense. Yes, loops make mapping more difficult but they are often a storytelling spice that brings extra flavour to a campaign.
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on December 30, 2023, 07:33:26 AM
Add an "auto-organize" button to the galactic map screen, which automatically sorts systems so we don't have to manually re-arrange the galactic map once it starts getting large

Happy to implement if you can supply the logic :)

There seems to be a very nice package, that is unfortunately in javascript, called d3 force that looks like it could do something pretty neat using a force-directed graph technique.

Demo (with some really nice drag functionality):
https://observablehq.com/@d3/force-directed-graph/2?intent=fork

Source:
https://github.com/d3/d3-force

There are still crossed lines all over the place. I could write something similar, but it doesn't solve the problem, which is finding a layout which is neatly laid out, human-readable and limits the number of overlapping lines in order to achieve that. Even that doesn't solve the problem that different players will have different views on correct layouts and what constitutes 'human-readable'.

Apart from very small numbers of systems, Galactic mapping needs human intervention. I am going to stop responding on this topic so the thread doesn't get dominated by it. If anyone wants to discuss this in depth, I suggest starting a new thread.
Title: Re: Suggestions Thread for v2.4.0
Post by: db48x on December 30, 2023, 01:24:39 PM
Add an "auto-organize" button to the galactic map screen, which automatically sorts systems so we don't have to manually re-arrange the galactic map once it starts getting large

I think that it is important to aim for _simple_ improvements rather than complex ones. Automatic placement could be improved, but even a complex implementation will never be perfect. So the simple improvement that we really need is just better interactivity when dragging systems around on the map. Just making the snap–to–grid functionality less fiddly would go a long way by greatly reducing user frustration. It might even cause some user satisfaction!

Currently, when you drag a system to a new spot on the map there is no feedback about where it will actually snap to. This causes frequent misses, along with repeated attempts to move the system just far enough to put it where we want it to go. Just rendering a “ghost” in the spot where the system will end up and updating it as we move the mouse around would improve usability by a huge margin, and it would be far simpler to implement than any automatic placement system.

Even just changing the rounding so that systems snap in a more intuitive way would be a huge improvement, and probably won’t require changing but a couple of lines of code.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on December 30, 2023, 02:20:42 PM
I think that it is important to aim for _simple_ improvements rather than complex ones. Automatic placement could be improved, but even a complex implementation will never be perfect. So the simple improvement that we really need is just better interactivity when dragging systems around on the map. Just making the snap–to–grid functionality less fiddly would go a long way by greatly reducing user frustration. It might even cause some user satisfaction!

Currently, when you drag a system to a new spot on the map there is no feedback about where it will actually snap to. This causes frequent misses, along with repeated attempts to move the system just far enough to put it where we want it to go. Just rendering a “ghost” in the spot where the system will end up and updating it as we move the mouse around would improve usability by a huge margin, and it would be far simpler to implement than any automatic placement system.

Even just changing the rounding so that systems snap in a more intuitive way would be a huge improvement, and probably won’t require changing but a couple of lines of code.

I have advocated before for changes in the snapping parameters under the hood. Currently, the galactic map spaces systems 140px apart with default placement and the snap-to-grid function snaps systems to increments of 20px. This means that there are seven 'increments' of snap positions between default system placements which is silly and not at all conducive to any way of organizing the systems besides a square grid - sometimes I would like to do a hexagonal arrangement and this is not feasible.

So my suggestions would be:

For a EXE-only patch we can keep the default 140px spacing as it looks fine as-is and this would preserve compatibility with 2.5.0 maps, but we could change to a friendlier value like 144px or 160px in a DB release which breaks saves anyways.
Title: Re: Suggestions Thread for v2.4.0
Post by: Droll on December 30, 2023, 02:32:59 PM
I think that it is important to aim for _simple_ improvements rather than complex ones. Automatic placement could be improved, but even a complex implementation will never be perfect. So the simple improvement that we really need is just better interactivity when dragging systems around on the map. Just making the snap–to–grid functionality less fiddly would go a long way by greatly reducing user frustration. It might even cause some user satisfaction!

Currently, when you drag a system to a new spot on the map there is no feedback about where it will actually snap to. This causes frequent misses, along with repeated attempts to move the system just far enough to put it where we want it to go. Just rendering a “ghost” in the spot where the system will end up and updating it as we move the mouse around would improve usability by a huge margin, and it would be far simpler to implement than any automatic placement system.

Even just changing the rounding so that systems snap in a more intuitive way would be a huge improvement, and probably won’t require changing but a couple of lines of code.

I have advocated before for changes in the snapping parameters under the hood. Currently, the galactic map spaces systems 140px apart with default placement and the snap-to-grid function snaps systems to increments of 20px. This means that there are seven 'increments' of snap positions between default system placements which is silly and not at all conducive to any way of organizing the systems besides a square grid - sometimes I would like to do a hexagonal arrangement and this is not feasible.

So my suggestions would be:
  • Change the default snap increment to a neater fraction of 140px - 70px is probably not flexible enough but 35px should be fine.
  • Snap-to-grid should round to the nearest increment mark, currently it seems to prefer rounding up rather than down which is frustrating to work with.

For a EXE-only patch we can keep the default 140px spacing as it looks fine as-is and this would preserve compatibility with 2.5.0 maps, but we could change to a friendlier value like 144px or 160px in a DB release which breaks saves anyways.

I recall that VB6 aurora actually allowed the user to change the spacing in-game.
Title: Re: Suggestions Thread for v2.4.0
Post by: captainwolfer on December 30, 2023, 05:45:57 PM
Feature Suggestion: Add the following 2 fleet orders (as orders that can be queued, not conditional/standing orders):
1. Wait for Trigger: Fleet will wait until triggered by a different fleet, then will continue with its queued orders.
2. Trigger Nearby Fleets: Fleet will trigger any waiting fleet at the same location.

This would give a way to automate rotating ships between a location for overhaul (IE spy ships or a jump point defense.)

Practical example: you want to keep a constant presence at a jump point. So, you create two fleets of ships, and set both to cycle orders, with the following order queue:
Code: [Select]
Move to jump point (Time Delay 365 days)
Trigger Nearby Fleets
Wait for Trigger
Refuel and Resupply at Planet
Overhaul at Planet
The other fleet would be the same, you would just have it start at Wait for Trigger.

This way, you always will have 1 fleet at the jump point, and once per year or so, the other fleet would come and replace it so the ships can go overhaul, with no need to manage things or remember to send a fleet before the other fleet exceeds its deployment period
Title: Re: Suggestions Thread for v2.4.0
Post by: BwenGun on December 31, 2023, 06:51:15 AM
QOL Suggestion:

Show the ages of scientists as part of the information given when choosing someone to head a project.

May not be relevant to everyone but I've been playing a slower paced game (40% research speed, with Limited Research Admin) and I've run into the problem whereby I'll start the research and then a couple of months later the scientist retires as they reach their mid 60s. Having their age listed when choosing from the list would make it a lot easier to avoid that, whilst also giving players a better idea of when it would be a good idea to switch to a less experienced scientist to train them up.
Title: Re: Suggestions Thread for v2.4.0
Post by: tastythighs on December 31, 2023, 11:17:31 AM
I'd like to suggest the ability to delete/scrap multiple ground formations at the same time, or to delete/scrap all formations with X template.  Consolidating engineers and STOs into larger formations to reduce list clutter would be much, much easier with this feature.
Title: Re: Suggestions Thread for v2.4.0
Post by: db48x on December 31, 2023, 01:11:18 PM
Even just changing the rounding so that systems snap in a more intuitive way would be a huge improvement, and probably won’t require changing but a couple of lines of code.

I have advocated before for changes in the snapping parameters under the hood. Currently, the galactic map spaces systems 140px apart with default placement and the snap-to-grid function snaps systems to increments of 20px. This means that there are seven 'increments' of snap positions between default system placements which is silly and not at all conducive to any way of organizing the systems besides a square grid - sometimes I would like to do a hexagonal arrangement and this is not feasible.

Hexagonal arrangements are not impossible, even if they are not easy to achieve: (http://db48x.net/Aurora/conventional%20start%20in%202020%20with%20v1.11/galaxy%20map%202232.png)

To do this I had to cheat really hard. Once I got the first few systems into a nice hexagonal arrangement, I placed a piece of scrap paper against my monitor and gently transferred their locations to the paper with a pencil (the green circles shone through the paper). Then, to place new systems in the pattern correctly I would line the paper up against two or three of the existing systems and drag the new on until it was just to the left of and above the next circle on the paper. It was still pretty fiddly and awkward, but at least it was doable.

So my suggestions would be:
  • Change the default snap increment to a neater fraction of 140px - 70px is probably not flexible enough but 35px should be fine.
  • Snap-to-grid should round to the nearest increment mark, currently it seems to prefer rounding up rather than down which is frustrating to work with.

Completely agree. The wonky rounding is the most frustrating thing about it.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on December 31, 2023, 01:15:33 PM
Hexagonal arrangements are not impossible, even if they are not easy to achieve:

This is true and I wrote imprecisely. What I meant is that it is not possible to create a hexagonal arrangement which can work with the existing 140px default spacing at all, if you want either the horizontal or vertical spacing to be automatic then you cannot have an evenly spaced hexagonal grid because we cannot snap to the 70px intermediate positions.
Title: Re: Suggestions Thread for v2.4.0
Post by: tastythighs on December 31, 2023, 01:18:45 PM
I split facility construction 50/50 so the system doesn't get clogged by big orders, but this does mean I have to change the %used by construction every time I open the window, either by typing it or selecting an existing work order.  I'd very much appreciate the ability to set a default construction % for new construction tasks to use. 
Title: Re: Suggestions Thread for v2.4.0
Post by: Hari on December 31, 2023, 01:50:04 PM
I split facility construction 50/50 so the system doesn't get clogged by big orders, but this does mean I have to change the %used by construction every time I open the window, either by typing it or selecting an existing work order.  I'd very much appreciate the ability to set a default construction % for new construction tasks to use.

Or remember the last % used.
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Zax on December 31, 2023, 03:45:32 PM
QOL Suggestion:

Show the ages of scientists as part of the information given when choosing someone to head a project.

May not be relevant to everyone but I've been playing a slower paced game (40% research speed, with Limited Research Admin) and I've run into the problem whereby I'll start the research and then a couple of months later the scientist retires as they reach their mid 60s. Having their age listed when choosing from the list would make it a lot easier to avoid that, whilst also giving players a better idea of when it would be a good idea to switch to a less experienced scientist to train them up.
That would be a useful "minor change."
A _major change_ that would be "better" would be an age increasing research line to increase the retirement age of all officers.
Title: Re: Suggestions Thread for v2.4.0
Post by: tastythighs on December 31, 2023, 08:38:19 PM
I started to use boarding shutles as standard equipment on my warships, so captured ships end up with multiple small formations still on board them.  Which in turn can mean many clicks to return them to their shuttles.
I'd like to suggest a "load all ground units from stationary fleet" order and/or a "load ground templates from stationary fleet" order.
Title: Re: Suggestions Thread for v2.4.0
Post by: Droll on January 01, 2024, 03:51:23 AM
As it stands, when you tell a fleet to unload ordnance, every ship will unload everything, which unfortunately includes loaded decoys. Normally this is fine, except in situations where you are moving ordnance between colonies using colliers that have military escorts which have decoys - who alongside their ammo transports, will happily unload their decoys.

It would be nice if the "unload ordnance to colony" order had a checkbox option "exclude decoys".
Title: Re: Suggestions Thread for v2.4.0
Post by: Kiero on January 02, 2024, 04:56:24 PM
Comets around companion stars.  ;D
Title: Re: Suggestions Thread for v2.4.0
Post by: Droll on January 04, 2024, 01:35:16 AM
You know how in the civilian/flags tab the game shows the amount of cargo bays an installation takes in parentheses? Also do that when the "Load Installation" movement command is selected.

Bonus points if you also do a similar thing next to the cargo capacity value of the fleet (eg Cargo Capacity 12,500 (0.5)).
Title: Re: Suggestions Thread for v2.4.0
Post by: ExecCrawfish on January 04, 2024, 04:59:37 PM
It would be nice to have a few additional tools for managing system name themes - a button to rename all systems according to the current naming theme and one to select a name from the current list would be nice.
Title: Re: Suggestions Thread for v2.4.0
Post by: nakorkren on January 06, 2024, 09:52:06 AM
QOL request...

Could the shipyard size limitation be changed to be a modifier on efficiency, rather than a hard limit? E.g. if you want to build a ship that is 20,103 tons, and your shipyard capacity is only 20,000, you'd get a multiplier on your build rate of something like (20,000/20,103)^2. That way you don't have to fuss with adding 103 tons of capacity every time your ship design comes in slightly over, but there's still an incentive to build your shipyards big enough?

Presumably it would only apply in cases when the shipyard is too small, and multiplier would be capped at max of 1.0 (i.e. for when the shipyard is bigger than needed).
Title: Re: Suggestions Thread for v2.4.0
Post by: captainwolfer on January 06, 2024, 01:08:37 PM
QOL request...

Could the shipyard size limitation be changed to be a modifier on efficiency, rather than a hard limit? E.g. if you want to build a ship that is 20,103 tons, and your shipyard capacity is only 20,000, you'd get a multiplier on your build rate of something like (20,000/20,103)^2. That way you don't have to fuss with adding 103 tons of capacity every time your ship design comes in slightly over, but there's still an incentive to build your shipyards big enough?

Presumably it would only apply in cases when the shipyard is too small, and multiplier would be capped at max of 1.0 (i.e. for when the shipyard is bigger than needed).
Just use the continuous expansion function to expand it to the proper size. Adding a few hundred tons of capacity would only take like a month, probably
Title: Re: Suggestions Thread for v2.4.0
Post by: Louella on January 06, 2024, 02:14:43 PM
From the user JOSHUAWOOD on discord
Quote from: Joshuawood
is there no conditional order for "cargo hold full" ?
automatic salvaging just salvages untill full and keeps going

A slight problem exists in that salvage ships set to "salvage nearest wreck", will eventually fill their cargoholds with recovered components and minerals, but then continue to salvage more wrecks, effectively wasting most of the value of those wrecks.

So a conditional order for "Cargo Hold Full" and relevant actions to unload at colonies, would be good.
This could perhaps be included as part of a rework of Orbital Mining if that is ever planned.

Currently orbital mining platforms and ships will deposit minerals on the surface, requiring a colony to be set up, and then there is the management of mass-driving the minerals off the asteroid to somewhere more useful. This can be quite fiddly and fills the colony list with lots of small mining colonies of little other value.
If orbital mining ships were changed to behave more like the sorium harvesting ships, the "Cargo Hold Full" order could be used there too. Orbital mining platforms and ships could still deposit on the surface, but a behaviour more like sorium harvesters might be beneficial when dealing with lots of small asteroids - ships would move to an asteroid with minerals, begin mining, then drop the minerals off when full, and repeat.
Title: Re: Suggestions Thread for v2.4.0
Post by: xenoscepter on January 06, 2024, 04:34:12 PM
  -- So, off the cuff idea for Meson Cannons.

Currently, Meson Cannons larger than 30cm are strictly and progressively worse, since they fire slower and have no damage scaling, thus rendering the range increase worthless.

What if it was altered so that larger Meson Cannons had a higher effective rate of fire by making them more energy efficient per shot as they got bigger?

So unlike Railguns and Gauss Cannons, which fire multiple shots per increment and thus have multiple chances to hit as a result, Meson Cannons would instead fire more often by requiring less capacitors per shot as their caliber increased.

So I'm thinking every three caliber techs or so, a Meson Cannon would gain one extra shot, but without needing more capacitors to do it. So 10cm to 15cm Meson Cannons would have one shot as they currently do. 20cm to 30cm Meson Cannons would have twice as many shots, 35cm to 45cm would have thrice as many, and so on and so forth with each new threshold adding one shot.

Incidentally, High-powered Microwaves have this issue as well, whereby the lack of damage scaling means that HPMs over 30cm are just outright worse.

Also incidentally, this change could be applied to HPMs to make calibers over 30cm no longer useless while still preserving their "Secondary Weapon" flavor.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on January 06, 2024, 04:49:57 PM
  -- So, off the cuff idea for Meson Cannons.

Currently, Meson Cannons larger than 30cm are strictly and progressively worse, since they fire slower and have no damage scaling, thus rendering the range increase worthless.

What if it was altered so that larger Meson Cannons had a higher effective rate of fire by making them more energy efficient per shot as they got bigger?

So unlike Railguns and Gauss Cannons, which fire multiple shots per increment and thus have multiple chances to hit as a result, Meson Cannons would instead fire more often by requiring less capacitors per shot as their caliber increased.

So I'm thinking every three caliber techs or so, a Meson Cannon would gain one extra shot, but without needing more capacitors to do it. So 10cm to 15cm Meson Cannons would have one shot as they currently do. 20cm to 30cm Meson Cannons would have twice as many shots, 35cm to 45cm would have thrice as many, and so on and so forth with each new threshold adding one shot.

Incidentally, High-powered Microwaves have this issue as well, whereby the lack of damage scaling means that HPMs over 30cm are just outright worse.

Also incidentally, this change could be applied to HPMs to make calibers over 30cm no longer useless while still preserving their "Secondary Weapon" flavor.

Personally, the change I would like to see for mesons is that the caliber tech should also influence the attenutation rate and we can remove that third tech line. It is ridiculous IMO that an underpowered weapon type like mesons is also hamstrung strategically by having higher research requirements than strong weapons like lasers and railguns. Since this would be a net nerf to smaller-caliber mesons as they stand, I would also suggest rescaling the attenuation techs and I have previously suggested how to do this by simply reconfiguring the values to follow the 25% change per tech level that is standard in Aurora (e.g. 40% -> 32% ->25% ->20% instead of the current 40% -> 32% -> 28% -> 24%).

For HPMs I think something like this could work but we can perhaps reframe it as a boost to damage rather than shots, but much less so than for other beam weapons. Here I am thinking of fractional damage which would impact effectiveness vs shields and provide better ability to damage electronics as tech increases (making the EM hardening techs more attractive as well). For example, 10cm HPM would hav 1.0 damage, 12cm would have 1.25, 15cm would have 1.5, 20cm would have 1.75, and so on. This would require Steve to handle fractional values for internal damage calculations which he previously avoided when implementing fractional missile warheads but I think it would be worthwhile. This could also be a viable alternative change to mesons if the above idea is not satisfactory.

For both cases, the problem with changing the number of shots is that we hit major tech level breakpoints where certain techs are super-critical and intermediate techs are not. This doesn't fit Aurora's tech modeling very well and would create an unsatisfying progression for the player IMO. Fractional damage should accomplish substantially the same thing with a smoother progression.
Title: Re: Suggestions Thread for v2.4.0
Post by: xenoscepter on January 06, 2024, 05:13:34 PM
http://aurora2.pentarch.org/index.php?topic=13437.msg167781#msg167781 (http://aurora2.pentarch.org/index.php?topic=13437.msg167781#msg167781)

I wrote up something cleaner and more comprehensive here.

@nuclearslurpee

 --- I disagree, since my main gripe with BOTH weapon systems is that at higher caliber they fire slower, their range exceeds Beam FCS without any damage scaling to benefit from it, they are bigger and require more power to shoot in the first place thus needing higher capacitor tech.

 --- Honestly, the easiest solution is just to remove any size larger than 30cm for both Mesons and HPMs, but that's boring and also means less content overall. I proposed an effective RoF increase so as to eliminate the uselessness of those bigger guns, while also not nerfing the smaller ones, and giving these weapons a bit more character all at the same time.
Title: Re: Suggestions Thread for v2.4.0
Post by: mike2R on January 06, 2024, 08:24:50 PM
QoL suggestion:  When you press the Create Project button on the Research tab, it would be great if the newly created project was selected so that you could queue up another project on the same scientist without going hunting for it. 
Title: Re: Suggestions Thread for v2.4.0
Post by: alex_brunius on January 07, 2024, 04:35:42 PM
It probably always was like this but not as apparent as Jump Capability was not locked in place... But now it seems silly that the components for more advanced Jump Drives are cheaper to research and build because they are smaller.

Efficiency 6 for 3000t ship costing me 50 BP and 500 RP (380t JD size)
Efficiency 4 for 3000t ship costing me 75 BP and 612 RP (570t JD size)
Title: Re: Suggestions Thread for v2.4.0
Post by: captainwolfer on January 07, 2024, 06:34:09 PM
It probably always was like this but not as apparent as Jump Capability was not locked in place... But now it seems silly that the components for more advanced Jump Drives are cheaper to research and build because they are smaller.

Efficiency 6 for 3000t ship costing me 50 BP and 500 RP (380t JD size)
Efficiency 4 for 3000t ship costing me 75 BP and 612 RP (570t JD size)
More advanced tech means more can be done with less materials. I think it's fine. Cloaking devices are the same way.
Title: Re: Suggestions Thread for v2.4.0
Post by: alex_brunius on January 07, 2024, 07:21:43 PM
More advanced tech means more can be done with less materials. I think it's fine. Cloaking devices are the same way.
Yes, It seems like Cloaking devices are the same way when I test them.

And would be fine in, if it was not inconsistent and all other components in the game cost either the same amount or more RP/BP when they provide the same capability but with more advanced techs.

To be clear it's just a minor annoyance and inconcsistency, so not something I suggest should be given high priority to be changed to work as the rest of the components.
Title: Re: Suggestions Thread for v2.4.0
Post by: LuuBluum on January 07, 2024, 09:40:52 PM
A QOL suggestion since this issue seems to have come up many times in my reading, the ability to organize fighters ordered to provide ground support into some sort of unit that can then be assigned to provide support to some formation directly, rather than having to go by each individual fighter.
Title: Re: Suggestions Thread for v2.4.0
Post by: Droll on January 07, 2024, 10:02:57 PM
A QOL suggestion since this issue seems to have come up many times in my reading, the ability to organize fighters ordered to provide ground support into some sort of unit that can then be assigned to provide support to some formation directly, rather than having to go by each individual fighter.

You could have it work squadron by squadron. That way you only have to set it up once for the carrier class, though this could get tedious when its time to replenish losses.

The best and most involved way would be an auto-distribution button that assigns all CAS first to formations set to FA (that have FFD) and then to FD and so forth.
Title: Re: Suggestions Thread for v2.4.0
Post by: LuuBluum on January 07, 2024, 11:32:19 PM
Also, make fighters equipped with air-to-air fighter pods act like anti-air ground units in some capacity (preferably HAA, which would make both anti-air fighters and counter-anti-air fighters work). Otherwise the pods are entirely useless.
Title: Re: Suggestions Thread for v2.4.0
Post by: deathpickle on January 08, 2024, 02:03:42 AM
Can you make it that it displays the age of the scientist in the research menu? Will make it easier to pick young healthy ones after they start dying off. 

Also: Can you make it display the date better in the shipyard production and scientist menus? Usually you can only see that it was produced on friday 12th.  .  .  , which isn't very helpful.   There are probably other places with this same problem but I can't remember off the top of my head. 

Attached Pic is all suggestions visualized
Title: Re: Suggestions Thread for v2.4.0
Post by: Louella on January 08, 2024, 02:34:42 AM
Also: Can you make it display the date better in the shipyard production and scientist menus? Usually you can only see that it was produced on friday 12th.  .  .  , which isn't very helpful.

 ??? ??? ???

Dates on my machine are already easily readable ?
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on January 08, 2024, 03:07:37 AM
Can you make it that it displays the age of the scientist in the research menu? Will make it easier to pick young healthy ones after they start dying off. 

Also: Can you make it display the date better in the shipyard production and scientist menus? Usually you can only see that it was produced on friday 12th.  .  .  , which isn't very helpful.   There are probably other places with this same problem but I can't remember off the top of my head. 

Attached Pic is all suggestions visualized

The dates are displayed using whatever format is used by your PC. I believe you can change it in Settings. Under Time & Language -> Date & Time.
Title: Re: Suggestions Thread for v2.4.0
Post by: Garfunkel on January 08, 2024, 03:09:18 AM
Deathpickle, your issue is caused by the settings in your Windows date/time settings:

(https://i.imgur.com/xvNeIkQ.png)

Switch the "Short date" and "Long date" to be what is shown on the screenshot and you won't have any more problems.

Go to Settings - Time & Language - Date, time & regional formatting - Change data formats
Title: Re: Suggestions Thread for v2.4.0
Post by: Louella on January 08, 2024, 07:24:10 AM
Minor immersion suggestion - more flexibility for Academy names

You can change the name of academies, but, it's still limited to one academy name per colony. This is probably alright for the vast majority of players, but it would be nice for immersion to be able to change the academy name dependent on character profession.
Title: Re: Suggestions Thread for v2.4.0
Post by: LuuBluum on January 08, 2024, 10:48:55 AM
I suppose while I'm also suggesting ground support fighter stuff, finish up combat air patrol missions? The overall feature of ground support fighters seems really neat, but I think there needs to be just a bit more done in that direction before they're really worth using.
Title: Re: Suggestions Thread for v2.4.0
Post by: rainyday on January 08, 2024, 01:53:06 PM
I'd still like to have some highlighting in the Commanders window for "Story Characters" to make them easier to find when you have thousands of commanders. That window already supports colored status text for commander health, so the code infrastructure is there. I think the color that is used for CMCs you're buying from would work nicely, but I would be happy with anything.

I attempt to use this feature in all of my games to track individuals with notable achievements throughout their careers and I don't always remember to write their names down in my personal notes.
Title: Re: Suggestions Thread for v2.4.0
Post by: rainyday on January 08, 2024, 02:01:15 PM
For that matter, and this is a much bigger stretch, would it be possible to get separate Commander Health/Experience/Promotion events for Story Characters so that we can disable the basic notifications and only get them for individuals we care about or apply different custom colors to make them easier to distinguish. That would be amazing.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on January 08, 2024, 02:02:01 PM
I'd still like to have some highlighting in the Commanders window for "Story Characters" to make them easier to find when you have thousands of commanders. That window already supports colored status text for commander health, so the code infrastructure is there. I think the color that is used for CMCs you're buying from would work nicely, but I would be happy with anything.

I attempt to use this feature in all of my games to track individuals with notable achievements throughout their careers and I don't always remember to write their names down in my personal notes.

Doesn't this feature make it so that character is immune from accidental/medical death or retirement, though? I would like some way to mark "important" commanders but I still want them to subject to the vagarious whims of the RNG fate.
Title: Re: Suggestions Thread for v2.4.0
Post by: joshuawood on January 08, 2024, 06:54:59 PM
Right now there is a "salvage nearest wreck" command but no way to automatically empty the ships when they are near full.

If possible some conditional orders of >50% >75% >90% Cargo would be nice and "unload cargo at nearest colony" and "unload cargo at capital" would be nice if possible?

I get into many fights with 10's of ships and manually salvaging is a bit of a pain.

Being able to make smaller salvaging fleets that are automated with commercial hangers and defences would really speed up the game.
Title: Re: Suggestions Thread for v2.4.0
Post by: deathpickle on January 09, 2024, 12:42:34 AM
wtf. . .  if been suffering for so long bros. . .

Also! I don't think there is anywhere that shows your total number of academy crew graduates (not officers) that you have stored up.  They show how much you get per year, but not the total stored.  I think this used to be showed in the academy/teams tab.
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on January 09, 2024, 03:04:42 AM
Also! I don't think there is anywhere that shows your total number of academy crew graduates (not officers) that you have stored up.  They show how much you get per year, but not the total stored.  I think this used to be showed in the academy/teams tab.

Its on the Academies tab of the Race Window.
Title: Re: Suggestions Thread for v2.4.0
Post by: Garfunkel on January 09, 2024, 03:10:24 AM
wtf. . .  if been suffering for so long bros. . .

Also! I don't think there is anywhere that shows your total number of academy crew graduates (not officers) that you have stored up.  They show how much you get per year, but not the total stored.  I think this used to be showed in the academy/teams tab.
Bro...

(https://i.imgur.com/qM6SV4J.png)
Title: Re: Suggestions Thread for v2.4.0
Post by: Elminster on January 09, 2024, 04:30:31 AM
I have built some Tankers and Ordnance ships as Hubs.

I don't know if this is a bug or WAI, but these ships are not able to support their fleet, not even while standing still. I have to detach them and tell the fleet to refuel/load from Hub.

I wish a ship with a Hub could at least work exactly the same as a ship with a Refuelling/Transfer System. Optimum would be it works as a Hub, even when underway (with appropriate tech).
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on January 09, 2024, 07:43:24 AM
I wish a ship with a Hub could at least work exactly the same as a ship with a Refuelling/Transfer System. Optimum would be it works as a Hub, even when underway (with appropriate tech).

Going to reiterate my eternal suggestion for the Hub-related standing orders to work with regular refueling/ordnance/etc. systems as well. No reason I should not be able to automate my survey ships with a tanker stationed in deep space except that the standing order doesn't support it.
Title: Re: Suggestions Thread for v2.4.0
Post by: LuuBluum on January 09, 2024, 12:39:26 PM
It's been suggested before but I figured to suggest it again, the ability in SM to transfer a colony from one empire to another. Mechanically, this would work in the same way that independence via SM does, except rather than putting it into a new empire, puts it into the specified empire (so that ground units are properly taken care of).

Or honestly even something as simple as the ability to use SM to change the political status of a colony.
Title: Re: Suggestions Thread for v2.4.0
Post by: The_Seeker on January 09, 2024, 08:30:18 PM
wtf. . .  if been suffering for so long bros. . .

Also! I don't think there is anywhere that shows your total number of academy crew graduates (not officers) that you have stored up.  They show how much you get per year, but not the total stored.  I think this used to be showed in the academy/teams tab.
Bro...

(https://i.imgur.com/qM6SV4J.png)
Re-read what he wrote, that's the number of crew and junior officers that you get per-year, not how many are in the pool total.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on January 09, 2024, 10:07:34 PM
Re-read what he wrote, that's the number of crew and junior officers that you get per-year, not how many are in the pool total.

Fun fact: No. This is actually the total number of crew you have available at any one time.

I realize this is confusing because the number changes when you change the crew training level (1-5), but this is how it works. Presumably this admittedly confusing implementation was easier for Steve than trying to keep track of different numbers of crews with different training levels if you changed the training level.
Title: Re: Suggestions Thread for v2.4.0
Post by: The_Seeker on January 09, 2024, 10:26:49 PM
Re-read what he wrote, that's the number of crew and junior officers that you get per-year, not how many are in the pool total.

Fun fact: No. This is actually the total number of crew you have available at any one time.

I realize this is confusing because the number changes when you change the crew training level (1-5), but this is how it works. Presumably this admittedly confusing implementation was easier for Steve than trying to keep track of different numbers of crews with different training levels if you changed the training level.
If that's true and there's no hidden pool then it doesn't seem to have any bearing on gameplay whatsoever, the value that's shown in my campaign is 1717, and it will let me construct anything, ships with 2,000 crew, many ships with 1,000 crew, etc. 
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on January 09, 2024, 10:31:22 PM
Re-read what he wrote, that's the number of crew and junior officers that you get per-year, not how many are in the pool total.

Fun fact: No. This is actually the total number of crew you have available at any one time.

I realize this is confusing because the number changes when you change the crew training level (1-5), but this is how it works. Presumably this admittedly confusing implementation was easier for Steve than trying to keep track of different numbers of crews with different training levels if you changed the training level.
If that's true and there's no hidden pool then it doesn't seem to have any bearing on gameplay whatsoever, the value that's shown in my campaign is 1717, and it will let me construct anything, ships with 2,000 crew, many ships with 1,000 crew, etc.

What happens is that once the number hits zero, any additional crew members will be conscripts (start with 0 grade/-10% skill).

Source: this has happened to me too many times.
Title: Re: Suggestions Thread for v2.4.0
Post by: Garfunkel on January 09, 2024, 10:47:29 PM
This has been the way crew grade worked since before I started playing VB6 Aurora, back when the big change was that jump gates did not need components anymore and commercial shipyards started at 10,000 tons instead of 1,000 tons like military. We had Gunboat engines and Fighter engines as special cases to use in addition to Missile engines and actual Ship engines. You have a lump sum of crew and junior officers and it grows based on how many academies in total you have. Increase your training level and the pool goes down, decrease your training level and the pool goes up. Use the Conscript tickbox for ships that will never see combat to save trained crew for your military ships and as Nuclearslurpee said, once you run out, your ship's crew grade will start as negative instead of a positive number.

If that does not happen, then you've encountered a bug.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on January 09, 2024, 10:54:03 PM
This has been the way crew grade worked since before I started playing VB6 Aurora, back when the big change was that jump gates did not need components anymore and commercial shipyards started at 10,000 tons instead of 1,000 tons like military. We had Gunboat engines and Fighter engines as special cases to use in addition to Missile engines and actual Ship engines.

Ah yes, the good ol' days, when China got nuked in every AAR.  ;D

Quote
and as Nuclearslurpee said, once you run out, your ship's crew grade will start as negative instead of a positive number.

If that does not happen, then you've encountered a bug.

To clarify: If you have, let's say, a ship that requires 1,000 crew, and you have 500 crew remaining, then the ship will take all 500 of those and draft 500 conscripts to replace them. The ship's starting overall crew grade will be the average between the 500 trained crew and the 500 conscripts - so depending on your training level, it might look like your ship has a real crew because the training level is positive, but it will be less positive than expected so the mechanic is still working.

If you have zero trained crew and a ship gets built, then it will be staffed entirely with conscripts and you will see a fat, ugly -10% in the crew grade column.
Title: Re: Suggestions Thread for v2.4.0
Post by: deathpickle on January 09, 2024, 11:59:48 PM
Oh! then wouldn't it be a good idea to give a total crew employed in your empire (in the racial screen and such)?
Title: Re: Suggestions Thread for v2.4.0
Post by: captainwolfer on January 10, 2024, 12:21:40 AM
This has been the way crew grade worked since before I started playing VB6 Aurora, back when the big change was that jump gates did not need components anymore and commercial shipyards started at 10,000 tons instead of 1,000 tons like military. We had Gunboat engines and Fighter engines as special cases to use in addition to Missile engines and actual Ship engines. You have a lump sum of crew and junior officers and it grows based on how many academies in total you have. Increase your training level and the pool goes down, decrease your training level and the pool goes up. Use the Conscript tickbox for ships that will never see combat to save trained crew for your military ships and as Nuclearslurpee said, once you run out, your ship's crew grade will start as negative instead of a positive number.

If that does not happen, then you've encountered a bug.
Does the pool replenish over time?
Title: Re: Suggestions Thread for v2.4.0
Post by: deathpickle on January 10, 2024, 12:45:46 AM
One more thing, can you remove the "do you want to remove queued ground unit from production" prompt that gets asked every time you want to remove a ground unit in production queue? There isn't any way to spam it with holding enter like the usual prompts, so its particularly terrible.    It should only ask the prompt when removing the one in production instead of from anywhere on the queue, that's how it works on the industry tab.    I'm sure everyone has spammed like 40 ground troops only to realize aghast in horror.   .   .    they now need to remove them.   

two more thing, just a suggestion.    Can you make a togglable checkmark for your shipyards that make them automatically create a new task when available without you needing to click the button? It'd be cool if there was a queue for shipyards of course, but I figure that would require a redesign, and honestly a toggleable is more convenient than that anyways.    If you do decide to do it, you'd have to make sure the "use components from stockpile" becomes permanently toggleable too, instead of resetting after you close the window.   
Title: Re: Suggestions Thread for v2.4.0
Post by: joshuawood on January 10, 2024, 01:30:13 AM
Right now there is a "salvage nearest wreck" command but no way to automatically empty the ships when they are near full.

If possible some conditional orders of >50% >75% >90% Cargo would be nice and "unload cargo at nearest colony" and "unload cargo at capital" would be nice if possible?

I get into many fights with 10's of ships and manually salvaging is a bit of a pain.

Being able to make smaller salvaging fleets that are automated with commercial hangers and defences would really speed up the game.

On this note, making asteroid mining modules add the minerals to the cargo holds within the fleet would allow these orders to fully automate asteroid mining ships.

along with this making asteroids far more common in systems (as would be realistic) would promote many more people to use astoid mining ships which are far more vulnerable than their planetside counterparts.

Personally i would like to see 10x-100x more asteroids since as far as i know it doesn't impact performance anymore, maybe even 1000x more asteroids to make automated mining operations much more worth their time and risk.
Title: Re: Suggestions Thread for v2.4.0
Post by: Garfunkel on January 10, 2024, 01:50:51 AM
This has been the way crew grade worked since before I started playing VB6 Aurora, back when the big change was that jump gates did not need components anymore and commercial shipyards started at 10,000 tons instead of 1,000 tons like military. We had Gunboat engines and Fighter engines as special cases to use in addition to Missile engines and actual Ship engines. You have a lump sum of crew and junior officers and it grows based on how many academies in total you have. Increase your training level and the pool goes down, decrease your training level and the pool goes up. Use the Conscript tickbox for ships that will never see combat to save trained crew for your military ships and as Nuclearslurpee said, once you run out, your ship's crew grade will start as negative instead of a positive number.

If that does not happen, then you've encountered a bug.
Does the pool replenish over time?
Ships that are scrapped send their crews back to the pool and building more academies increases the speed at which the pool grows.
Title: Re: Suggestions Thread for v2.4.0
Post by: AlStar on January 10, 2024, 09:28:29 AM
Could we get an autosave function? Default it to, say, once a year?

Asking as someone whose computer decided to reboot overnight to install an update and lost about an in-game decade of progress.
Title: Re: Suggestions Thread for v2.4.0
Post by: db48x on January 10, 2024, 09:31:45 AM
Could we get an autosave function? Default it to, say, once a year?

Asking as someone whose computer decided to reboot overnight to install an update and lost about an in-game decade of progress.

Ouch. Might I recommend an upgrade to Linux? More of a side–grade, I guess, since it is harder to run Aurora there. At least it doesn’t force you to reboot for upgrades.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on January 10, 2024, 09:41:09 AM
along with this making asteroids far more common in systems (as would be realistic) would promote many more people to use astoid mining ships which are far more vulnerable than their planetside counterparts.

Personally i would like to see 10x-100x more asteroids since as far as i know it doesn't impact performance anymore, maybe even 1000x more asteroids to make automated mining operations much more worth their time and risk.

Seconded. I noticed this when setting up a bunch of habitable systems for player races, the number of asteroids in Sol is rather anomalous in Aurora and I'm not sure it should be. Although I can see why having large asteroid belts be a bit rare is good for gameplay in making asteroid mining systems valuable finds, this value could be preserved by toying around with the mineral generation rate for asteroids if needed.
Title: Re: Suggestions Thread for v2.4.0
Post by: captainwolfer on January 10, 2024, 04:23:02 PM
along with this making asteroids far more common in systems (as would be realistic) would promote many more people to use astoid mining ships which are far more vulnerable than their planetside counterparts.

Personally i would like to see 10x-100x more asteroids since as far as i know it doesn't impact performance anymore, maybe even 1000x more asteroids to make automated mining operations much more worth their time and risk.

Seconded. I noticed this when setting up a bunch of habitable systems for player races, the number of asteroids in Sol is rather anomalous in Aurora and I'm not sure it should be. Although I can see why having large asteroid belts be a bit rare is good for gameplay in making asteroid mining systems valuable finds, this value could be preserved by toying around with the mineral generation rate for asteroids if needed.
I have found systems with lots of asteroids before. They aren't common, but are pretty good when they do exist.
Title: Re: Suggestions Thread for v2.4.0
Post by: Droll on January 10, 2024, 06:37:12 PM
It is honestly not uncommon in my known stars game for systems to have asteroid belts with lots of asteroids. In some cases systems have even had multiple asteroid belts usually a system belt and a gas giant belt.

So I'm not convinced that there is a systematic problem with asteroid generation.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on January 10, 2024, 07:51:33 PM
It is honestly not uncommon in my known stars game for systems to have asteroid belts with lots of asteroids. In some cases systems have even had multiple asteroid belts usually a system belt and a gas giant belt.

So I'm not convinced that there is a systematic problem with asteroid generation.

My experience has been that I tend to find systems with thick asteroid belts or systems with reasonably habitable planets, but not both.

I don't have a problem with this in general, since both kinds of systems are good finds and variety keeps things interesting, but given that Sol has quite a lot of asteroids it is a little weird to me that most systems resulting from Create Habitable System do not. It's not a big deal though, using SM mode to create an asteroid belt is not hard.
Title: Re: Suggestions Thread for v2.4.0
Post by: Garfunkel on January 10, 2024, 08:08:46 PM
There is also a really wide variety of possible outcomes when Aurora generates a system and I doubt many of us have really seen sufficient numbers of systems to make statistical analysis of what is common enough and what is not. Humans are notoriously bad at statistical analysis as well as probability calculations. It's not rare for players to go "this is too common" or "this is too rare" after playing just couple of games with less than 100 systems in total.

Could we get an autosave function? Default it to, say, once a year?

Asking as someone whose computer decided to reboot overnight to install an update and lost about an in-game decade of progress.
I'm sorry dude but you know you can press the save button yourself? I can understand leaving your PC on for the night but at least manually save Aurora before going to bed. Windows does not force an update when you're actively using the PC afterall. Having said that, an auto-save on 1 January of each year is a good idea.
Title: Re: Suggestions Thread for v2.4.0
Post by: AlStar on January 11, 2024, 12:50:39 AM
I'm sorry dude but you know you can press the save button yourself? I can understand leaving your PC on for the night but at least manually save Aurora before going to bed. Windows does not force an update when you're actively using the PC afterall. Having said that, an auto-save on 1 January of each year is a good idea.
Oh, it's totally my fault - I forgot to hit the save button before I went to sleep for the night. I even thought to myself the next day "you know, it's been a while since I last saved - I should probably do that," right before I flipped the screen on.

Updates that cause a reboot are rare enough that this was really just me being unlucky.
Title: Re: Suggestions Thread for v2.4.0
Post by: Ragnarsson on January 11, 2024, 01:19:47 AM
I'd like to suggest some method of over-riding the game's automatic class designations on player designed ship or station classes. This would obviously need some limitations, such as not being able to change commercial, military or station designations (and probably some others I haven't thought of at the moment). The default works well enough in almost all cases but occasionally gets in the player's way.

For example, I just designed a mobile asteroid mining ship intended to be nearly self-sufficient. It has cargo holds to drop a mass driver then move it when necessary and, crucially, troop transport capability to carry then drop STO's on whatever rock it parks above, in case any unfriendly pests come to bother it.

But when I add the troop transports, it changes the design to a Troop Transport for auto-assignment purposes, due to Troop Transport Bays having precedence over mining modules when determining class type. This is a bit frustrating, as the entire purpose of this ship is to mine so I'd prefer commanders with the relevant bonuses. The ability to manually set design types when necessary would obviate this irritation.
Title: Re: Suggestions Thread for v2.4.0
Post by: Garfunkel on January 11, 2024, 04:44:53 AM
For the time being, couldn't you have two ships working in tandem in the same fleet?
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on January 11, 2024, 09:11:50 AM
I'd like to suggest some method of over-riding the game's automatic class designations on player designed ship or station classes. This would obviously need some limitations, such as not being able to change commercial, military or station designations (and probably some others I haven't thought of at the moment). The default works well enough in almost all cases but occasionally gets in the player's way.

For example, I just designed a mobile asteroid mining ship intended to be nearly self-sufficient. It has cargo holds to drop a mass driver then move it when necessary and, crucially, troop transport capability to carry then drop STO's on whatever rock it parks above, in case any unfriendly pests come to bother it.

But when I add the troop transports, it changes the design to a Troop Transport for auto-assignment purposes, due to Troop Transport Bays having precedence over mining modules when determining class type. This is a bit frustrating, as the entire purpose of this ship is to mine so I'd prefer commanders with the relevant bonuses. The ability to manually set design types when necessary would obviate this irritation.

A while ago Steve changed the priority ordering so that cargo holds would not take priority over orbital modules, because I had a similar issue with OMs that had a cargo hold to move their mass driver around. I don't think it should be any problem to make a similar change here.

I would suggest more generally for Steve that the "industrial" modules (sorium harvester, orbital miner, terraformer, stabilisation, etc.) should all have precedence over the "logistical" modules (cargo, troop transport, colonist, tanker, etc.) as a general rule for auto-assignment categorization. I think it is much more common to have industrial ships with some logistical capabilities bolted on top than the other way around, since the industrial modules are generally quite large and make up most of a ship.
Title: Re: Suggestions Thread for v2.4.0
Post by: joshuawood on January 11, 2024, 09:29:11 AM
could we get a "Fleet fire at will" button here:

https://i.imgur.com/maQ51AG.png

needing to go into "ship combat" can be a bit tedious.
Title: Re: Suggestions Thread for v2.4.0
Post by: tastythighs on January 11, 2024, 10:35:31 AM
Commercial hangar decks are not grouped with other hangars in the list of components in the class design screen, but commercial magazines are grouped with other magazines.
And somehow, I always look in the wrong place for each every time. Please save me.

Title: Re: Suggestions Thread for v2.4.0
Post by: deathpickle on January 11, 2024, 05:07:02 PM
ground combat suggestion for aircraft and AA:
The current system is that light AA targets the planes hitting its formation.  Medium AA can hit that + one lower formation.  Heavy AA hits all planes everywhere.  Heavy AA being able to target unlimited everything makes it a no-brainer choice in every situation. 

Basically the idea is to make it that each AA unit covers formations with the same rules as above, except that it covers a fixed amount of tonnage, and going over coverage reduces effective hit rate equally proportionately, (no loss).  For example, two light AA's that cover 5000 tons at 50% is the same as one heavy AA that covers 10000 tons at 100%. Consider the size of the front, if you having an interstellar invasion, the battle will be on fronts spread out in squads all over the entire planet against low flying aircraft hugging the ground.

Basically what I want is that heavy AA is less coverage efficient than using many medium AA even if it targets everything.  Maybe medium ones cover efficient, and maybe small ones best fit every crevasse, and heavy can hit units on CAP, or something like that kind of like how heavy arty's special feature is being able to hit backline.  Maybe you can make it that small AA's are normal at 100% coverage, but going with more size than its coverage 10% worse than a proportionate amount, whereas heavy is the opposite, where anything beyond its coverage is 10% less better than the proportionate, such that for heavy you want to be over your coverage, and using this you can create some kind of interesting dynamic.  I have a feeling that won't be necessary though, and just making smaller ones simply cover more does the same trick.

I also think AA guns should have uridium costs that scale based on their tracking speed too, so ships aren't paying extra on those engines for nothing, and should simply take the nerf both of these changes causes.  Fighters are expensive, they require expensive hanger space, FFD's and maintenance facilities, yearly msp payments.  They could be op, and you still might not want to use them because you'd rather spend your vendarite.  They shouldn't be quite as easy to kill with AA as they are now - after all if they were just a little higher in space, they wouldn't be hittable at all - or at the very least would be only hittable by reasonably damaged weapons that costs not-vendarite. . .  AA damage like all ground units hyperscales with technology for free.  That means past a certain point, armor on fighters is basically a trap you're guaranteed 1 shot if hit (nothing about ships gets cheaper with tech, just lighter, but ground units do get straight up more efficient).  I think planes need to be balanced around getting one shot tbh because there isn't really a satisfying way to fix the AA hyper damage, and honestly, fast jets make sense and it can inadvertently balances things.  I also think a plane perfectly designed against its target on ground support should destroy that AA cost-efficiently and over-all function cost efficiently.  It should only be (very) cost inefficient when trying to do the same on flak suppression and the like, or else really, why waste the FFD on something that is simply worse? Remember, AA still functions as a ground unit! they really really effective!
Title: Re: Suggestions Thread for v2.4.0
Post by: tastythighs on January 11, 2024, 05:34:38 PM
Dropping off life pod survivors is somewhat tedious, especially because you have to have the survivors on board in order to be able to give the unload order, requiring two interrupts.
Therefore I suggest that you add the option to space the survivors. This would not solve the two-interrupt problem, but it would be vastly more satisfying.
Title: Re: Suggestions Thread for v2.4.0
Post by: Droll on January 11, 2024, 06:00:26 PM
Dropping off life pod survivors is somewhat tedious, especially because you have to have the survivors on board in order to be able to give the unload order, requiring two interrupts.
Therefore I suggest that you add the option to space the survivors. This would not solve the two-interrupt problem, but it would be vastly more satisfying.

A more benevolent option is to add a standing order "drop off survivors at nearest colony" since we already have "pick up nearest lifepods" the combination should make things less painful, though not painless (IIRC the pick up lifepods only searches in system? or is it like the salvage standing?)
Title: Re: Suggestions Thread for v2.4.0
Post by: Garfunkel on January 11, 2024, 06:06:43 PM
Would be best if Steve renamed the option to be "perform search and rescue" and have the logic be to pick-up lifepods until onboard cryo chambers are full, then drop off at nearest accessible colony, rinse & repeat. That way you could have a dedicated lifeboat/rescue shuttle and just leave it behind in a system after a big battle.
Title: Re: Suggestions Thread for v2.4.0
Post by: Louella on January 11, 2024, 06:18:43 PM
Being able to repatriate neutral or allied rescuees would be helpful. Instead of them being imprisoned for all time on your planets.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on January 11, 2024, 08:01:36 PM
In the ship history listing, it would be neat to list what shipyard constructed a given ship.

E: I missed that this exists - but related, how about what planet/colony built a station or fighter?
Title: Re: Suggestions Thread for v2.4.0
Post by: ISN on January 11, 2024, 08:12:13 PM
In the ship history listing, it would be neat to list what shipyard constructed a given ship.

It looks like it does to me -- are you looking at a ship that was Instant Built at game start or with SM mode? Those just say "Constructed".
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on January 11, 2024, 08:29:34 PM
In the ship history listing, it would be neat to list what shipyard constructed a given ship.

It looks like it does to me -- are you looking at a ship that was Instant Built at game start or with SM mode? Those just say "Constructed".

Aha. Yes, you're right, I missed it because I was looking at a station that was built with planetary industry. Which is a good suggestion to add anyways.
Title: Re: Suggestions Thread for v2.4.0
Post by: Coleslaw on January 11, 2024, 09:41:32 PM
QOL Suggestion:

Show the ages of scientists as part of the information given when choosing someone to head a project.

May not be relevant to everyone but I've been playing a slower paced game (40% research speed, with Limited Research Admin) and I've run into the problem whereby I'll start the research and then a couple of months later the scientist retires as they reach their mid 60s. Having their age listed when choosing from the list would make it a lot easier to avoid that, whilst also giving players a better idea of when it would be a good idea to switch to a less experienced scientist to train them up.

In addition to this, could we have the names of the scientists be colored in the research screen based on their current health? I.e., scientists in Very Poor health are red in the scientist selection screen of the research menu, so that if I'm going to pick old people, at least I pick the ones not in hospice care.

As a separate matter, could we now also automate assignment of sector commands? Oftentimes I'll not notice my sector commander(s) has/have been dead for years on end.
Title: Re: Suggestions Thread for v2.4.0
Post by: captainwolfer on January 12, 2024, 03:03:07 AM
Add a new type of intelligence gain: Hull Classification. This should be pretty common, and would provide the hull classes of multiple known NPR hulls for the relevant NPR. This way, you can build up information on what each class is, without needing to hope for getting the full design specifications or needing to attack/board NPR ships.

I've found that despite sitting ELINT ships in range of NPR homeworlds for years, I basically only get intelligence on a handful of designs, most of which are either outdated or not deployed. An intelligence gain option like this would let me figure out which ships are tankers, freighters, etc, in a much more practical time-span
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on January 12, 2024, 10:14:30 AM
Add a new type of intelligence gain: Hull Classification. This should be pretty common, and would provide the hull classes of multiple known NPR hulls for the relevant NPR. This way, you can build up information on what each class is, without needing to hope for getting the full design specifications or needing to attack/board NPR ships.

I've found that despite sitting ELINT ships in range of NPR homeworlds for years, I basically only get intelligence on a handful of designs, most of which are either outdated or not deployed. An intelligence gain option like this would let me figure out which ships are tankers, freighters, etc, in a much more practical time-span

The only "problem" with this is that we can already get this information perfectly by checking the "use real names" box. Personally, I don't like that, I would like to know the real ship names but not their classifications. Finding out that the ship you're communicating with is called "Devastator" isn't useful intelligence; knowing whether it is a BB or DE is, so it seems silly we can get that information for free. More so for player race vs. player race games as NPR designs are usually predictable.
Title: Re: Suggestions Thread for v2.4.0
Post by: Louella on January 12, 2024, 01:05:33 PM
In my "war of the worlds" game I have destroyed...
16 ships of 30kt
12 ships of 20kt
4 ships of 10kt
2 ships of 10kt
without being able to gain intel on what the hull classifications might be, despite many of the battles involving cruisers carrying ELINT modules, engaging at beam ranges.

I know the class name, and partial information on sensors, engines, weapons etc. from salvage.

But not the hull classifications.

now that I think about it, the only ships that I have hull classifications for, are ones that I have boarded, or saw being launched due to having sensor coverage of Mars at the time of their launch.

Everything else is XX unknown hull classification. I'm using "real ship/class names".

Is it because I have not translated the Martian language ? (they're extremely xenophobic and refuse to communicate)
Title: Re: Suggestions Thread for v2.4.0
Post by: Garfunkel on January 12, 2024, 06:19:31 PM
ELINT modules do not work in combat. Well, they do but they require a lot of time before they get results so they are useless during combat. Best use for them is to use a diplo ship or a stealthy ship and park it near their colonies for months and months.

Real name/class requires SM mode to be on if I remember correctly.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on January 12, 2024, 06:31:20 PM
In my "war of the worlds" game I have destroyed...
16 ships of 30kt
12 ships of 20kt
4 ships of 10kt
2 ships of 10kt
without being able to gain intel on what the hull classifications might be, despite many of the battles involving cruisers carrying ELINT modules, engaging at beam ranges.

I know the class name, and partial information on sensors, engines, weapons etc. from salvage.

But not the hull classifications.

now that I think about it, the only ships that I have hull classifications for, are ones that I have boarded, or saw being launched due to having sensor coverage of Mars at the time of their launch.

Everything else is XX unknown hull classification. I'm using "real ship/class names".

Is it because I have not translated the Martian language ? (they're extremely xenophobic and refuse to communicate)

Interesting... I recall last time I used the option I saw the hull types as well, but maybe that was changed at some point.
Title: Re: Suggestions Thread for v2.4.0
Post by: lumporr on January 12, 2024, 10:25:03 PM
I believe that if you see a new ship for the first time and have "Real Ship Names" on, then that specific ship will have the correct name and hull designation, which you can then assign to the class.
Title: Re: Suggestions Thread for v2.4.0
Post by: joshuawood on January 12, 2024, 10:25:51 PM
In my "war of the worlds" game I have destroyed...
16 ships of 30kt
12 ships of 20kt
4 ships of 10kt
2 ships of 10kt
without being able to gain intel on what the hull classifications might be, despite many of the battles involving cruisers carrying ELINT modules, engaging at beam ranges.

I know the class name, and partial information on sensors, engines, weapons etc. from salvage.

But not the hull classifications.

now that I think about it, the only ships that I have hull classifications for, are ones that I have boarded, or saw being launched due to having sensor coverage of Mars at the time of their launch.

Everything else is XX unknown hull classification. I'm using "real ship/class names".

Is it because I have not translated the Martian language ? (they're extremely xenophobic and refuse to communicate)

You can just set a hull classification? I don't see why the inherent classification is any more useful than one you give it?
Title: Re: Suggestions Thread for v2.4.0
Post by: lumporr on January 12, 2024, 10:32:41 PM
In my "war of the worlds" game I have destroyed...
16 ships of 30kt
12 ships of 20kt
4 ships of 10kt
2 ships of 10kt
without being able to gain intel on what the hull classifications might be, despite many of the battles involving cruisers carrying ELINT modules, engaging at beam ranges.

I know the class name, and partial information on sensors, engines, weapons etc. from salvage.

But not the hull classifications.

now that I think about it, the only ships that I have hull classifications for, are ones that I have boarded, or saw being launched due to having sensor coverage of Mars at the time of their launch.

Everything else is XX unknown hull classification. I'm using "real ship/class names".

Is it because I have not translated the Martian language ? (they're extremely xenophobic and refuse to communicate)

You can just set a hull classification? I don't see why the inherent classification is any more useful than one you give it?

It isn't necessarily, but on the other hand, detecting "15x XX Unknown" might prompt a different response than detecting "15x DDG Absolute Carnage". Might want to bring escorts for that second one.
Title: Re: Suggestions Thread for v2.4.0
Post by: LuuBluum on January 12, 2024, 10:35:37 PM
Well, assuming that their hull classification isn't misinformation on their part. Y'know, German tank problem and whatnot. Just use misleading hull classifications and fool your foes!

That and the fact that hull classification isn't followed in a general way anyway. Is a destroyer a destroyer based on size, or purpose? Who knows?
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on January 12, 2024, 10:42:43 PM
You can just set a hull classification? I don't see why the inherent classification is any more useful than one you give it?

The "inherent" classification, if known, is useful intelligence as it can tell you something about the class you might not know otherwise. This can be military information (e.g., a CG or DDG is sure to be armed with missiles) or non-military (e.g., identifying important commercial ship classes, which can tell you what the aliens might be up to when you see them flying around). Of course, in the case of multiple player races deception and trickery is possible but that's up to the player to determine how to handle anyways. NPRs use descriptive hull types.

I think the general sense in the thread right now is that (1) such intelligence should not be "free" when using the Real Class Names checkbox (and inconsistently so at that) and that (2) being able to gather such intelligence by ELINT would be a cool feature.

Well, assuming that their hull classification isn't misinformation on their part. Y'know, German tank problem and whatnot. Just use misleading hull classifications and fool your foes!

That and the fact that hull classification isn't followed in a general way anyway. Is a destroyer a destroyer based on size, or purpose? Who knows?

For player races this is always a question, but NPRs classify their ships based on size and purpose pretty rigorously except for some more flavorful spoiler designations.
Title: Re: Suggestions Thread for v2.4.0
Post by: Louella on January 13, 2024, 04:54:33 AM
I think the general sense in the thread right now is that (1) such intelligence should not be "free" when using the Real Class Names checkbox (and inconsistently so at that) and that (2) being able to gather such intelligence by ELINT would be a cool feature.

Determining the hull type based on observed information would be great. Like, there's already a message where it says "based on observation of [ship name] the class information has been updated" or something along the lines, usually when it opens fire on you with beam weapons, heh.

But like:
This is the information I have on this specific class of 30kt warships, and I've salvaged all of the wrecks.
We have engine type, sensor types, missile launcher numbers and capacity, armour thickness and type, and yet... this isn't enough information to provide a class summary or determine hull classification automatically ?  ???

and looking at the intel screen... I don't even have class summary intel for the two ship classes where I've boarded and captured a ship.
Title: Re: Suggestions Thread for v2.4.0
Post by: paolot on January 13, 2024, 08:09:49 AM
Can I meet an adversary 100 kton ship in my space? Yes.
Can they call it as battleship? battle cruiser? heavy cruiser? cruiser? escort cruiser? carrier? freighter? giant freighter? or what ever other way? Yes.
Is this classification meaningful respect the role this ship can have in the fleet? Frankly, no. IMO, its systems, weapons, armour, shields, etc. are much more meaningful, maybe together with the knowledge whether it is a military (M) or a civilian (C) ship.
If my sensors warn me about this large ship, I can be really suspicious it can be very dangerous, even if I don't know whether it is M or C (I can think a cargo loading troops and deploying them where I am unarmed).
So, IMHO, a ship classification can be a very secondary information.
Title: Re: Suggestions Thread for v2.4.0
Post by: tastythighs on January 13, 2024, 09:32:08 AM
Fire controls display their ECCM rating in the class summary, but active sensors don't even though they now use it; it'd be useful if the ECCM rating was displayed.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on January 13, 2024, 11:22:35 AM
Can I meet an adversary 100 kton ship in my space? Yes.
Can they call it as battleship? battle cruiser? heavy cruiser? cruiser? escort cruiser? carrier? freighter? giant freighter? or what ever other way? Yes.
Is this classification meaningful respect the role this ship can have in the fleet? Frankly, no. IMO, its systems, weapons, armour, shields, etc. are much more meaningful, maybe together with the knowledge whether it is a military (M) or a civilian (C) ship.
If my sensors warn me about this large ship, I can be really suspicious it can be very dangerous, even if I don't know whether it is M or C (I can think a cargo loading troops and deploying them where I am unarmed).
So, IMHO, a ship classification can be a very secondary information.

Underlying the discussion is the fact that right now, we have no way to get these pieces of information except by engaging in combat or (rarely) by stealing class specifications via ELINT. Except for the C/M distinction and information about any active sensors detected. Sometimes shields if the other race can be provoked to raise them.

So even if it is a secondary information, it is still useful (presuming that the other race is not deliberately mislabeling ships for deception purposes). Particularly since, again, the NPRs do classify their ships descriptively.

In any case, while I'd like access to this information via ELINT, etc., my main issue is that we can get this information "for free" when using the real ship/class names for alien classes. Finding out that the ship you just encountered is a Missile Cruiser tells you a lot of information "for free" which really should require some effort to obtain.
Title: Re: Suggestions Thread for v2.4.0
Post by: Demonius on January 13, 2024, 01:39:57 PM
Have mercy with an old man with bad eyes and sore back

Oder/filter by Promotion Points would be a nice addition for RP reasons in the Commanders screen.

Also for 2.5 there only seems to be a bug report thread...
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on January 13, 2024, 01:42:29 PM
Also for 2.5 there only seems to be a bug report thread...

2.5 was such a small update and came out so soon that I think Steve didn't want to bother with a new thread.

Literally so small that Steve himself told us how to do the DB modding parts if we just wanted to patch the 2.5 executable onto a 2.4 game.
Title: Re: Suggestions Thread for v2.4.0
Post by: Kashada on January 13, 2024, 03:06:56 PM
Having reserve number for fuel and Maintenance supplies would be super nice. I know I could do the math on how many supplies I need per year but I'd have to redo it ever time I change what ships are stationed at each planet.
Title: Re: Suggestions Thread for v2.4.0
Post by: lumporr on January 13, 2024, 06:13:15 PM
After having created a few custom NPRs, I notice that those I check to have both missiles and a beam weapon rarely ever use the beam weapon, even in large fleets, and even on beam defence bases (which seem to be PD only). I've observed what seems to be NPRs taking fights at relative tonnage parity despite being entirely out of ammunition and lacking any offensive option. I know it might just be a roll of the dice, but it would be nice to see a more even split between the distribution of beams and missiles in NPR fleets.
Title: Re: Suggestions Thread for v2.4.0
Post by: Ulzgoroth on January 13, 2024, 06:28:17 PM
After having created a few custom NPRs, I notice that those I check to have both missiles and a beam weapon rarely ever use the beam weapon, even in large fleets, and even on beam defence bases (which seem to be PD only). I've observed what seems to be NPRs taking fights at relative tonnage parity despite being entirely out of ammunition and lacking any offensive option. I know it might just be a roll of the dice, but it would be nice to see a more even split between the distribution of beams and missiles in NPR fleets.
All or nothing is rather favored with offensive missiles. Your ability to win battles with them is heavily dependent on your volley volume. Trading more missile launchers for offensive beams, either on a ship or in a fleet, is risking your ability to win with missiles to buy the ability to also lose with beams...

(*) Maybe if you know you're playing against a fighter-oriented fleet it could make sense to have missile launchers for attrition against bomber strikes (likely to have scant missile defense) while planning to go to beams against enemy capital ships?
Title: Re: Suggestions Thread for v2.4.0
Post by: joshuawood on January 13, 2024, 07:10:09 PM
In my "war of the worlds" game I have destroyed...
16 ships of 30kt
12 ships of 20kt
4 ships of 10kt
2 ships of 10kt
without being able to gain intel on what the hull classifications might be, despite many of the battles involving cruisers carrying ELINT modules, engaging at beam ranges.

I know the class name, and partial information on sensors, engines, weapons etc. from salvage.

But not the hull classifications.

now that I think about it, the only ships that I have hull classifications for, are ones that I have boarded, or saw being launched due to having sensor coverage of Mars at the time of their launch.

Everything else is XX unknown hull classification. I'm using "real ship/class names".

Is it because I have not translated the Martian language ? (they're extremely xenophobic and refuse to communicate)

You can just set a hull classification? I don't see why the inherent classification is any more useful than one you give it?

It isn't necessarily, but on the other hand, detecting "15x XX Unknown" might prompt a different response than detecting "15x DDG Absolute Carnage". Might want to bring escorts for that second one.

You can literally set the 2nd one yourself? There is no need for the game to do that for you?

Your response is nonsensical? Unless you want the game to give you all of the information you need about a ship you have never seen before without having ever fought it? which would be REALLY weird.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on January 13, 2024, 10:08:38 PM
You can literally set the 2nd one yourself? There is no need for the game to do that for you?

There is no guarantee that the classification set by the player reflects the actual alien ship class, at least not until more intelligence is known about the class (most of which requires combat to learn). Since NPRs always do (and player races can) set hull classifications in a descriptive fashion, knowing the classification used by the other race does give you useful intelligence that setting a classification yourself won't give you (since a classification you set it going to be based on information you already have).

Quote
Your response is nonsensical?

There is no need to editorialize others' comments.

Quote
Unless you want the game to give you all of the information you need about a ship you have never seen before without having ever fought it? which would be REALLY weird.

To clarify - this is the problem. The game either (a) gives you this information for free (if you check the box to use Real Class Names - although it works a bit oddly), or (b) you can never get this information except from rare ELINT events that give you the entire class specification.

The suggestions being made come down to (1) not giving you this information for free if you use the real class name, and (2) providing a way to obtain that information via ELINT gathering (without requiring the full class design spec). This would give a way to learn something about the enemy fleet before actually fighting them, but requires an investment in the form of ELINT and time to gather the intel.
Title: Re: Suggestions Thread for v2.4.0
Post by: joshuawood on January 13, 2024, 11:22:13 PM

[/quote]

To clarify - this is the problem. The game either (a) gives you this information for free (if you check the box to use Real Class Names - although it works a bit oddly), or (b) you can never get this information except from rare ELINT events that give you the entire class specification.
[/quote]

This just isn't true? you can get ALL of the information relevant to the capabilities of a ship without any elint?

You can get speed, sensors, weapon ranges, ECCM, ECM shields, armour etc.

There is simply no need for the game to give you the class of the ship?

You don't NEED to know what class it is, it doesn't actually give you any new information. I have successfully classified more than 2/3 of my current NPRs ships just by evaluating what they do and their capabilities before destroying or being shot at by them.

Once a ship has shot at you then you should be able to classify it with almost a 100% accuracy?

So basically what you are asking for is the game to spoon feed you information you couldn't be bothered to look up / determine yourself OR you want more information on enemy ships without any extra effort, which just makes the game even easier to counter AI designs, which the game sorely does NOT need.

Title: Re: Suggestions Thread for v2.4.0
Post by: captainwolfer on January 14, 2024, 01:40:33 AM
This just isn't true? you can get ALL of the information relevant to the capabilities of a ship without any elint?

You can get speed, sensors, weapon ranges, ECCM, ECM shields, armour etc.

There is simply no need for the game to give you the class of the ship?

You don't NEED to know what class it is, it doesn't actually give you any new information. I have successfully classified more than 2/3 of my current NPRs ships just by evaluating what they do and their capabilities before destroying or being shot at by them.

Once a ship has shot at you then you should be able to classify it with almost a 100% accuracy?

So basically what you are asking for is the game to spoon feed you information you couldn't be bothered to look up / determine yourself OR you want more information on enemy ships without any extra effort, which just makes the game even easier to counter AI designs, which the game sorely does NOT need.
Thats not what they are saying at all.

The whole point is that 99% of the time ELINT is useless for finding out any information about enemy ships, because you get maybe 1 ship class report every few years. What we want is a way to more quickly figure out very general information about NPR ships without having to be at war with them.

from an in-character perspective, this would represent your ELINT ships listening to comms chatter to figure out what ships are what (IE this intercepted message says this ship is loading colonists, it must be a colony ship), or having analysts look at photos to figure out what ships do (IE This ship has 20 openings, based on the size of those opening it must be an AMM ship)

You don't see any real world navy waiting until they are at war to figure out what the enemy ships do.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on January 14, 2024, 02:17:27 AM
This just isn't true? you can get ALL of the information relevant to the capabilities of a ship without any elint?

You can get speed, sensors, weapon ranges, ECCM, ECM shields, armour etc.

Once a ship has shot at you then you should be able to classify it with almost a 100% accuracy?

This is true. You can obtain all of this information -- in combat.

From a roleplay perspective, if nothing else (I would argue this is also a good game mechanic), it makes sense to determine partial information about alien ship classes before we shoot at them (or they at us), because from a roleplay perspective any military planner worth their rank will want to have an accurate assessment of enemy capabilities before going to war with them. Of course, we cannot get complete information on the enemy force, nor should we be able to, but getting some basic information before engaging in combat is not unreasonable nor unrealistic. We can already get some information without even using ELINT: size, speed, and any revealed active sensor or shield signatures. Personally, I would think knowing the hull classification of alien ship classes which the alien race itself uses is another useful piece of information, which by no means gives away the full extent of alien capabilities but can potentially give you a bit more information for planning purposes. As a simple example, if your military planners know that the alien race uses missiles (DDGs, CGs, etc.) then part of the war planning includes assessment of point defense capabilities.

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So basically what you are asking for is the game to spoon feed you information you couldn't be bothered to look up / determine yourself OR you want more information on enemy ships without any extra effort, which just makes the game even easier to counter AI designs, which the game sorely does NOT need.

I hardly think one piece of information - namely, the hull classification - constitutes being spoon-fed. Nor for that matter would I consider the necessity to deploy and maintain ELINT assets to acquire this information "without any extra effort", I would in fact consider this to require extra effort.

As it currently stands, you can in fact get this information without extra effort. The "Real Ship / Class Names" checkbox at the top of the Intelligence window will reveal the hull designation of any newly-encountered alien ship classes (but not previously-encountered classes) - so already, we can get this information for zero effort. I can't speak for everyone else, but all I propose here is to (1) not reveal the hull designation when using the real ship/class names, and (2) to make the hull designation discoverable with ELINT (which requires more effort than currently), separately from discovering complete class design blueprints which is a very rare event. This also means that the amount of intelligence you obtain remains the same regardless of whether you use the real ship/class names or your own designations, which I think is a minor point but all the same one that should be consistent between those two options.

Honestly, I'm more interested in the first part - I would like to use the real ship and class names (it makes AAR reporting easier in multiple-player-race campaigns) without seeing the hull designations. If we never get the capability to reveal the designations with ELINT I don't care so much, relatively speaking.
Title: Re: Suggestions Thread for v2.4.0
Post by: joshuawood on January 14, 2024, 07:58:53 AM
This just isn't true? you can get ALL of the information relevant to the capabilities of a ship without any elint?

You can get speed, sensors, weapon ranges, ECCM, ECM shields, armour etc.

There is simply no need for the game to give you the class of the ship?

You don't NEED to know what class it is, it doesn't actually give you any new information. I have successfully classified more than 2/3 of my current NPRs ships just by evaluating what they do and their capabilities before destroying or being shot at by them.

Once a ship has shot at you then you should be able to classify it with almost a 100% accuracy?

So basically what you are asking for is the game to spoon feed you information you couldn't be bothered to look up / determine yourself OR you want more information on enemy ships without any extra effort, which just makes the game even easier to counter AI designs, which the game sorely does NOT need.
Thats not what they are saying at all.

The whole point is that 99% of the time ELINT is useless for finding out any information about enemy ships, because you get maybe 1 ship class report every few years. What we want is a way to more quickly figure out very general information about NPR ships without having to be at war with them.

from an in-character perspective, this would represent your ELINT ships listening to comms chatter to figure out what ships are what (IE this intercepted message says this ship is loading colonists, it must be a colony ship), or having analysts look at photos to figure out what ships do (IE This ship has 20 openings, based on the size of those opening it must be an AMM ship)

You don't see any real world navy waiting until they are at war to figure out what the enemy ships do.

Being able to determine more information about ships with ELINT is very different from being able to determine the entire capability of enemy ships with ELINT.

The proposal originally and the entire argument is about the ability to determine a ships class using ELINT, because of the way the game works that just instantly gives you the entire capability of the ship bar weapon range and exact sensor ranges.

You also do consistently see people waiting untill war to figure out what enemy ships can do, even with intelligence and how much closer the ranges are. 

In real life we are on a single planet with very limited capability to prevent intelligence gathering. Being able to determine things like holes in the side of a ship at millions of km is like trying to determine the calibre of a ships cannons from the moon. You simply cannot compare the two on ease of information gathering.

And even then, in real life OFTEN countries have been completely unaware of the capabilities of enemy aircraft even after combat has started. Which is a much more reasonable comparison to aurora ships than IRL ships.

If your suggestions are to make ELINT better (or at all useful) that is VERY different from the original statement.

Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on January 14, 2024, 11:40:03 AM
The proposal originally and the entire argument is about the ability to determine a ships class using ELINT, because of the way the game works that just instantly gives you the entire capability of the ship bar weapon range and exact sensor ranges.

Maybe I misread the original comment, but I did not understand this to be the proposal. The proposal under discussion simply relates to the hull type designation of a class: e.g., "Missile Cruiser (CG)", "Freighter (FT)", or "Beam Defense Base (BDB)". This is not the same as knowing the actual class details (blueprints). Knowing this does not give you the entire capability of a class, it only gives you the very broad strokes (this presuming no deliberate deception by the alien race) - you know that a CG class is probably missile-armed, but you don't know the number, size, or reload rate of the launchers, you know nothing about the class ECM/ECCM loadout, armor thickness, etc. A lot of information remains unknown and that is as it should be, this would only give a very general sense of enemy fleet composition beyond the number and size of each class.

By the way, note that we can already get the full class specifications with ELINT, this is simply a very rare event and is often not very useful since you get specifications for, e.g., a civilian spaceliner class instead of a warship class. But this functionality is already in the game, so it is not what other people are trying to advocate for as far as I can tell.
Title: Re: Suggestions Thread for v2.4.0
Post by: tastythighs on January 14, 2024, 05:03:28 PM
Presently, new construction is preferable to refit as you get none of the minerals used in the replaced components back (unless I'm mistaken). That's all well and good, but it means that ships with long histories are lost if you're short of minerals and can't afford the inefficiency. I'd like to suggest that components replaced in refit be either given back to you as in the case of scrapping or automatically scrapped for minerals.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on January 14, 2024, 07:38:50 PM
Presently, new construction is preferable to refit as you get none of the minerals used in the replaced components back (unless I'm mistaken). That's all well and good, but it means that ships with long histories are lost if you're short of minerals and can't afford the inefficiency. I'd like to suggest that components replaced in refit be either given back to you as in the case of scrapping or automatically scrapped for minerals.

There is a reason that this is not done, which is that it would yield in many cases a net gain of minerals relative to new construction.

An illustrative example: Suppose I want to do a simple engine refit for a ship, where I have 3x NGC engines of 300 EP each (150 BP each, total 450 BP) and I want to do a simple engine upgrade to 3x ion engines of 375 EP each (187.5 BP each, total 562.5 BP) In this case the refit cost is 562.5 x 1.20 = 675 BP, which will be all gallicite since we are doing only the engines. If we could recover the old engines, we could then scrap them for 30% of their minerals or 135 gallicite. This would mean the net refit cost was 540, which is less than the cost of the engines. This is not desirable and defeats the point of the 1.20x refit penalty mechanic.

Refitting should not be preferable to new construction for economic reasons (this is why we currently have the 1.20x penalty). Refitting is used for other purposes: most commonly, it is used to keep highly-trained crews while upgrading the ships. Another important use is that upgrading ships can make more sense than new construction when you lack the capability to maintain, crew, or assign commanders to large numbers of new ships. There can be others, including some edge cases when you want to upgrade ships without spending certain minerals on specific components.
Title: Re: Suggestions Thread for v2.4.0
Post by: LuuBluum on January 14, 2024, 07:45:27 PM
That and it keeps the dynamic that, rather than perpetually upgrading the same ship with newer and newer tech, you keep the old ships around so long as they're sufficiently functional, and then scrap the whole thing once they've outlived their usefulness.

Don't always gotta have the newest tech in every ship, after all.
Title: Re: Suggestions Thread for v2.4.0
Post by: Snoman314 on January 14, 2024, 08:42:02 PM
Presently, new construction is preferable to refit as you get none of the minerals used in the replaced components back (unless I'm mistaken). That's all well and good, but it means that ships with long histories are lost if you're short of minerals and can't afford the inefficiency. I'd like to suggest that components replaced in refit be either given back to you as in the case of scrapping or automatically scrapped for minerals.

There is a reason that this is not done, which is that it would yield in many cases a net gain of minerals relative to new construction.

An illustrative example: Suppose I want to do a simple engine refit for a ship, where I have 3x NGC engines of 300 EP each (150 BP each, total 450 BP) and I want to do a simple engine upgrade to 3x ion engines of 375 EP each (187.5 BP each, total 562.5 BP) In this case the refit cost is 562.5 x 1.20 = 675 BP, which will be all gallicite since we are doing only the engines. If we could recover the old engines, we could then scrap them for 30% of their minerals or 135 gallicite. This would mean the net refit cost was 540, which is less than the cost of the engines. This is not desirable and defeats the point of the 1.20x refit penalty mechanic.

Refitting should not be preferable to new construction for economic reasons (this is why we currently have the 1.20x penalty). Refitting is used for other purposes: most commonly, it is used to keep highly-trained crews while upgrading the ships. Another important use is that upgrading ships can make more sense than new construction when you lack the capability to maintain, crew, or assign commanders to large numbers of new ships. There can be others, including some edge cases when you want to upgrade ships without spending certain minerals on specific components.

Thanks for taking the time to put this explanation out @nuclearslurpee. I disagree however. If you got old components back and could scrap them, that's not a net gain. You pay slightly less, sure. But you only get 1 ship, not two. I feel like you could make an inverse argument about scrapping the old ship and recycling the components + building new, vs refitting, being unreasonably cheap by comparison.

Given how micro-management intensive the current training mechanics are, I'd never put up with playing if I couldn't refit ships to keep the crew. The pain of losing resources/components that evaporate when refits occur (I can't even repurpose them on other ships), is a constant.
Title: Re: Suggestions Thread for v2.4.0
Post by: Ulzgoroth on January 14, 2024, 08:47:36 PM
Presently, new construction is preferable to refit as you get none of the minerals used in the replaced components back (unless I'm mistaken). That's all well and good, but it means that ships with long histories are lost if you're short of minerals and can't afford the inefficiency. I'd like to suggest that components replaced in refit be either given back to you as in the case of scrapping or automatically scrapped for minerals.

There is a reason that this is not done, which is that it would yield in many cases a net gain of minerals relative to new construction.

An illustrative example: Suppose I want to do a simple engine refit for a ship, where I have 3x NGC engines of 300 EP each (150 BP each, total 450 BP) and I want to do a simple engine upgrade to 3x ion engines of 375 EP each (187.5 BP each, total 562.5 BP) In this case the refit cost is 562.5 x 1.20 = 675 BP, which will be all gallicite since we are doing only the engines. If we could recover the old engines, we could then scrap them for 30% of their minerals or 135 gallicite. This would mean the net refit cost was 540, which is less than the cost of the engines. This is not desirable and defeats the point of the 1.20x refit penalty mechanic.

Refitting should not be preferable to new construction for economic reasons (this is why we currently have the 1.20x penalty). Refitting is used for other purposes: most commonly, it is used to keep highly-trained crews while upgrading the ships. Another important use is that upgrading ships can make more sense than new construction when you lack the capability to maintain, crew, or assign commanders to large numbers of new ships. There can be others, including some edge cases when you want to upgrade ships without spending certain minerals on specific components.
Refitting not being preferable to new construction for economic reasons seems like a bizarre priority to me. You might as well not have refitting if it's going to be at a loss.

Of course, it still is economic preferable for small refits - because you get another ship of the good class built quickly and cheaply aside from the input of an obsolete ship.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on January 14, 2024, 09:04:54 PM
Refitting not being preferable to new construction for economic reasons seems like a bizarre priority to me.

I...don't see how? Intuitively, it costs more to open up a ship, rip out a component, install a new one, and close the ship back up than it does to install the same new component while building a ship from scratch. I'm not one of the guys with a hard-on for realism but this seems logical to me.

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You might as well not have refitting if it's going to be at a loss.

I've given several reasons why refitting is valuable even if it is relatively more costly. Needless to say, I don't agree with this statement.
Title: Re: Suggestions Thread for v2.4.0
Post by: papent on January 14, 2024, 10:30:22 PM
Refitting not being preferable to new construction for economic reasons seems like a bizarre priority to me.

I...don't see how? Intuitively, it costs more to open up a ship, rip out a component, install a new one, and close the ship back up than it does to install the same new component while building a ship from scratch. I'm not one of the guys with a hard-on for realism but this seems logical to me.

Funny enough most military forces will do just about anything to avoid new builds: from Tanks, Fighters, Transports, Ships, To Subs. Everything from powerplants, engines, types of propulsion (sail to steam transitions are absolute wild.) fire control systems, weapon types. It's has all been done before and will be done in the future.

It's actually is the logical thing to do.
Title: Re: Suggestions Thread for v2.4.0
Post by: Ulzgoroth on January 14, 2024, 10:36:23 PM
Refitting not being preferable to new construction for economic reasons seems like a bizarre priority to me.

I...don't see how? Intuitively, it costs more to open up a ship, rip out a component, install a new one, and close the ship back up than it does to install the same new component while building a ship from scratch. I'm not one of the guys with a hard-on for realism but this seems logical to me.
Yes, but building the entire rest of the new ship is a rather large penalty on that side of the scale. It should be more expensive in some respect to obtain your final ship by building a different design and refitting, sure. But if a refit is plausible at all, it shouldn't be more expensive to do the refit than to scrap the starter ship and build the new ship.
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You might as well not have refitting if it's going to be at a loss.

I've given several reasons why refitting is valuable even if it is relatively more costly. Needless to say, I don't agree with this statement.
- Keeping highly trained crews: Okay, but only because the system doesn't allow us to do things like transfer a trained crew to a new hull.
- Lacking the capability to maintain more ships: Right, but the alternative wasn't keep rusted old ships and build new ones, it was scrap rusted old ships and build new ones, so no difference there.
- Not wanting to spend minerals on specific components - again, if you scrap the old ship you can re-use its components better than if you refit it. That's the competing proposition.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on January 14, 2024, 11:06:34 PM
Okay, I think I see where your point is. I'm thinking more about the relatively partial refits which can still be significant but come out to substantially less than the cost of building a new ship. Although I think it should be extremely rare to have a refit that costs significantly more than the cost of new construction since you will have carry-over from components that don't upgrade - engineering, fuel tanks, maintenance bays, crew quarters, etc., so even a total refit should be a very similar cost, at worst, to new construction.

It would be nice to have some way to shift a highly-trained crew over, though.
Title: Re: Suggestions Thread for v2.4.0
Post by: Ulzgoroth on January 14, 2024, 11:13:57 PM
Okay, I think I see where your point is. I'm thinking more about the relatively partial refits which can still be significant but come out to substantially less than the cost of building a new ship. Although I think it should be extremely rare to have a refit that costs significantly more than the cost of new construction since you will have carry-over from components that don't upgrade - engineering, fuel tanks, maintenance bays, crew quarters, etc., so even a total refit should be a very similar cost, at worst, to new construction.

It would be nice to have some way to shift a highly-trained crew over, though.
The original concern was with the mineral dis-economy of (reportedly) not recovering the removed components in any form on a refit, as opposed to scrapping giving you back the components to re-use or break down.
Title: Re: Suggestions Thread for v2.4.0
Post by: captainwolfer on January 15, 2024, 12:20:56 AM
Honestly the main thing that currently makes me prefer refits over scrap and build new, is service history. I want to see those tonnage destroyed numbers go up higher.
Title: Re: Suggestions Thread for v2.4.0
Post by: El Pip on January 15, 2024, 08:13:01 AM
Honestly the main thing that currently makes me prefer refits over scrap and build new, is service history. I want to see those tonnage destroyed numbers go up higher.
This reminds me that it would be good if you could award and then transfer across Battle Honours (including the tonnage destroyed numbers) to ships with the same name.
Title: Re: Suggestions Thread for v2.4.0
Post by: rainyday on January 15, 2024, 10:24:10 AM
The new "Copy + Upgrade" ground formation templates is a great QoL improvement, but right now it doesn't copy the "FormationsTrained" counter into the new template, so numbering resets to one each time. In my current game, I have three 1st Infantry Brigades in service:

1st Infantry Brigade
1st Infantry Brigade - 2127
1st Infantry Brigade - 2137

Maybe the idea here is that you should go ahead and delete the previous one when you train the replacement, but I tend to have at least a couple older generations of troops around as garrison units so it would be nice to at least have the option to retain the current numbering.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on January 15, 2024, 12:08:39 PM
Maybe the idea here is that you should go ahead and delete the previous one when you train the replacement, but I tend to have at least a couple older generations of troops around as garrison units so it would be nice to at least have the option to retain the current numbering.

Related, it would be pretty great to be able to "upgrade" a formation in the following manner:
I know this has been suggested before, but hopefully with a more technical suggestion including the UI description it might be easy enough that Steve does it this time?  ;D
Title: Re: Suggestions Thread for v2.4.0
Post by: Kaiser on January 16, 2024, 07:55:29 AM
This is more a general suggestion to Steve for the future patch, in my opinion the quality of the game in terms of ship projecting, naval organization, components, planetary facilities, missles and so on reached the top level and we are just playing around refining small things, bugs and adding QoL improvements time to time, all good and desiderable.

What I suggest Steve, We (you ;D) should rework the NPR system, the diplomacy in particular (alliance, wars, tech exchange etc.), in a more intuitive way, maybe even a more simpler and predictable but realistic and interesting system like for example common commercial games (I'm thinking to the diplomacy in the paradox games, EUIV).

I imagine you wanted to design the system in your way, fair enough and you horrifies to the idea of copying other games, but the diplomatic aspect is currently not very intuitive and the NPRs a part from the ship combat which can be challenging are not very interesting in terms of who they are, what they want, their capital, leader, traits, resources so Aurora is often reduced to the destruction of one NPR after another.

Many of the info about NPRs are hidden, there's no interaction except the communication and the few pact available have again little or no impact in the whole picture of a campaign.

What do you think if We (again you ;D) focuses only on this aspect, for the next big patch, we create a specific 3D where we can collect suggestions and ideas to realize a much deeper diplo system?
Title: Re: Suggestions Thread for v2.4.0
Post by: paolot on January 16, 2024, 05:24:57 PM
Considering we are (usually) dealing with totally alien civilizations, instead of speaking with other human beings, I think it is justifiable that it is difficult to understand them and obtain a full picture of their culture and technical knowledge.
Anyway, a bit more interactions (infiltration, spying, sabotages, exchange of resources or technologies or planets/colonies, establishing a protectorate, up to conquest by diplomacy) could be an interesting and deep expansion of the game.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on January 16, 2024, 05:52:41 PM
I would settle for at least a bare-bones treaty system that lets you establish some kind of mutual understanding about borders. Something as simple as "This system is mine, that system is yours, the system in the middle we can share" would resolve a lot of ambiguity around NPR relations and make it easier to avoid having a war if you don't want one. This wouldn't get rid of the "Look, it's not my fault we colonized this system before your home world even generated" wars, but it would help the overall situation a lot otherwise.

Second thing after that would be a system for making peace so that we can have wars that aren't existential in nature, however if I've learned one thing from other 4X and grand strategy games it's that peace treaties are a royal PITA so I don't blame Steve for not wanting to tackle this.
Title: Re: Suggestions Thread for v2.4.0
Post by: ChubbyPitbull on January 17, 2024, 08:44:23 AM
STO QOL Requests:

1. Add the ability to set "Default STO Targeting" orders when designing an STO unit. Then, when formations are built using those units, they will start using the defined "Default STO Targeting" order for that unit. Goal for this suggestion is when building STOs they will be created using the targeting orders the player would normally use without requiring the player to go in and change each group of STO weapons.

2. Add the ability to filter the STO Targeting list by location (or add an STO section/tab to the Population screen to view all STO in a given population).

3. Allow multi-selecting STO units in the STO targeting list to change targeting orders for many STOs at once. For example, changing 5 formations of Gauss Cannons to "Target Closest Ship" instead of "Point Blank Defensive Fire" when defending an invasion.

3A. As an alternative to #3, add buttons similar to Ship weapons targeting to copy STO targeting orders to All STO of same Class, All STO of same Class at Population, and All STO at Population.


Thanks! I love using STOs in Aurora but managing them can get tedious. Building large STO formations of clustered weapons to minimize entries in the STO targeting list is expensive with long build times, but building multiple smaller, cheaper STO formations means a lot more manual clicking when setting up defense doctrines and during combat situations.
Title: Re: Suggestions Thread for v2.4.0
Post by: profabide4x on January 17, 2024, 09:07:16 AM
The ability for a tanker to use an order like "Load fuel until full" would remove the need to try calculating the needed order delay for collecting fuel from harvester stations.
Title: Re: Suggestions Thread for v2.4.0
Post by: rainyday on January 17, 2024, 10:45:43 AM
I'm really into my current game so I'm back with more suggestions.

1) Empire wide research screen (similar to Empire Mining tab), because when I have labs scattered around half a dozen Ancient Construct planets, I'd like to be able to see the completion dates of all my projects in one place.

2) Something like the new Combat Ratings tab for ships, but for commanders. I was just clicking through my Captains and found this dude with 200k military kills. He needs to be in command of the fleet flagship.
Title: Re: Suggestions Thread for v2.4.0
Post by: nakorkren on January 17, 2024, 11:18:52 AM
It would likely require significant work to create, but it would be really cool to have trade play a more important role in the game. Right now your civilian shipping can trade with NPC races, but at least from my experience it's fairly rare and a fairly small part of your or their economy. It would be much more realistic as well as (more importantly) more rich from a gameplay and strategy perspective if civilian trade between players/NPCs were a more significant part of the economy. Then you could intentionally manipulate it to your betterment and your enemy's detriment. Some ideas include:


I suspect this would be a lot of work to develop and bug-test. It also may not be fully do-able without an overhaul of the diplomatic system and/or the AI for NPCs, both of which are probably not imminent on Steve's to-do list. That said, it would be really cool and add an additional strategy and RP layer which I think many players would find attractive, and hopefully Steve would as well.

Note, I will create a separate post for discussion of this topic, so if you have feedback/thoughts on this idea, please it there rather than clutter this suggestions thread.
Title: Re: Suggestions Thread for v2.4.0
Post by: Kaiser on January 17, 2024, 12:45:33 PM
A button "Create Fleet" in the shipyard menù, that's because I often want a bunch of new ships to directly end under a new fleet (for example new fuel harvesters designed to work in some distant system).
This would avoid going back to the naval org.,create the new fleet and come back to the shipyard menù.
Title: Re: Suggestions Thread for v2.4.0
Post by: AlStar on January 17, 2024, 01:35:11 PM
I love using STOs in Aurora but managing them can get tedious. Building large STO formations of clustered weapons to minimize entries in the STO targeting list is expensive with long build times, but building multiple smaller, cheaper STO formations means a lot more manual clicking when setting up defense doctrines and during combat situations.
I'm 99% sure that you can build smaller STO formations, then merge them together into larger formations afterwards (I've done this with regular troops, so I don't see why STOs would operate differently.) There'll still be some clicking involved to move the STO units, then deleting the (now empty) formations; but it should be a lot less annoying than having to duplicate firing orders to multiple STOs.

Otherwise, ++ on the other suggestions.
Title: Re: Suggestions Thread for v2.4.0
Post by: Coleslaw on January 17, 2024, 02:31:12 PM
Two separate suggestions:

-Officers rescued from life pods are not automatically unloaded when the Unload Survivors order completes at a population. My suggestion is that the Unload Survivors order also unloads any unassigned officers that are onboard a ship. Alternatively, an "Unload Unassigned Officers" order be available to ships that have unassigned officers onboard.

-The Load All Minerals order for cargo ships starts from the top of the mineral list and works its way down. I.e., if you have a pop with 50000 of each mineral and order a cargo ship to Load All Minerals, it will fill its hold only with duranium. My suggestion is that this order instead try to load an equal number of every available mineral, so that new colonies can be easily jumpstarted with a base stock of every mineral, instead of having to make several different Load Mineral Type orders. If the ship finds that the mineral stocks on the colony its loading from does not have enough minerals to equally fill the cargo hold, it will then just load whatever it can get its hands on, as the order does currently.
Title: Re: Suggestions Thread for v2.4.0
Post by: Louella on January 17, 2024, 03:39:10 PM
-Officers rescued from life pods are not automatically unloaded when the Unload Survivors order completes at a population. My suggestion is that the Unload Survivors order also unloads any unassigned officers that are onboard a ship. Alternatively, an "Unload Unassigned Officers" order be available to ships that have unassigned officers onboard.

I think you can use the "drop off commander" order to unload any rescued officers, but you are presented with a list of all ship commanders in the fleet, which can be a lot. Perhaps some highlighting of unassigned officers would be in order, if that would be simpler to implement than dropping off unassigned officers.
Title: Re: Suggestions Thread for v2.4.0
Post by: Coleslaw on January 17, 2024, 04:04:13 PM
-Officers rescued from life pods are not automatically unloaded when the Unload Survivors order completes at a population. My suggestion is that the Unload Survivors order also unloads any unassigned officers that are onboard a ship. Alternatively, an "Unload Unassigned Officers" order be available to ships that have unassigned officers onboard.

I think you can use the "drop off commander" order to unload any rescued officers, but you are presented with a list of all ship commanders in the fleet, which can be a lot. Perhaps some highlighting of unassigned officers would be in order, if that would be simpler to implement than dropping off unassigned officers.

Yes, this is my issue with the Drop Off Commander order. If Drop off commander highlighted unassigned officers, that would be fine too in my opinion.
Title: Re: Suggestions Thread for v2.4.0
Post by: Elminster on January 18, 2024, 04:18:09 AM
-Officers rescued from life pods are not automatically unloaded when the Unload Survivors order completes at a population. My suggestion is that the Unload Survivors order also unloads any unassigned officers that are onboard a ship. Alternatively, an "Unload Unassigned Officers" order be available to ships that have unassigned officers onboard.

I think you can use the "drop off commander" order to unload any rescued officers, but you are presented with a list of all ship commanders in the fleet, which can be a lot. Perhaps some highlighting of unassigned officers would be in order, if that would be simpler to implement than dropping off unassigned officers.

Yes, this is my issue with the Drop Off Commander order. If Drop off commander highlighted unassigned officers, that would be fine too in my opinion.

So I would go one step further, and suggest that (all) survivors should automatically be unloaded at the first colony the ship enters orbit.

The whereabouts of personnel within the colonies is irrelevant, so it doesn't matter where they are actually unloaded.
In previous games I often forgot about survivors, because once the ship is in orbit of a colony the overcrowd isn't a problem anymore. That lead to survivors living several years aboard the rescuing ship. Until the ship gets new orders, and out of a sudden it has problems with overcrowd.
Title: Re: Suggestions Thread for v2.4.0
Post by: AlStar on January 18, 2024, 10:32:14 AM
Not sure if this falls under a suggestion or a bug report; but could we get consistent aspect ratios on flags between different screens?

On the Race screen, the flag is displayed at 300 x 175; but on the Intelligence screen, it's only 230 x 175. This leads to flags that are either squished in the intelligence window, or stretched on the Race screen. Aesthetically, it would be better if they were the same.
Title: Re: Suggestions Thread for v2.4.0
Post by: ExecCrawfish on January 18, 2024, 12:14:24 PM
I'd love to have a memorial screen for ships; a tab somewhere in the naval organization screen that would show the history and combat rating data for lost ships.  I don't think this would be as unwieldy as saving officer data, so it might be alright to have older records not auto-deleted. 
Title: Re: Suggestions Thread for v2.4.0
Post by: Garfunkel on January 18, 2024, 04:48:02 PM
Even better, save that data to a different file that is only loaded on request.
Title: Re: Suggestions Thread for v2.4.0
Post by: deathpickle on January 19, 2024, 11:42:34 AM
any chance you can increase the amount of static defenses (machine-gun bunkers?) the ai builds? The other suggestions are more demanding.

if you ever do plan on taking another go at ground-forces balance, I have idea for an entire new feature. The problem I'm thinking to solve, is that machine-guns are too much better than personal weapons. I'm trying to think how to change the balance, such that personal weapons become the primary infantry weapon, with machine-guns performing a supporting role. The idea is that weapons get bonuses vs target formations, depending on if they are on frontline attack, defense, support, or whatever. So infantry/static machine guns shoot 6 shots when attacking any formation that is on frontline-attack, but only 3 shots when targeting something on frontline defense, or anything else. Note 3 shots is 20% more DPS than normal infantry, but infantry can tank 2.5x more. Vehicles would use a new separate mounted machine gun that shoots 6 always, so they're just as effective vs infantry as always (but of course, just as counterable by anti-tank.)

The second problem I wanted to solve, is artillery. Basically, front line being the shield, and backline being the cannon is the most fun dynamic way for things to be, because you can't just have artillery, you need a frontline to balance them out. Effectively this means there needs to be a situation where light bombardment (like your automatic grenade launchers and mortars and stuff) is the most cost effective way to kill infantry, straight up better than either machineguns, or personal weapons. That way your front lines are more willing to trade offense for defense, so you can have more artillery, and the game is much more about maximizing your back line. That incentivizes armies to use frontline attack and counter-battery fire to kill the precious backline! which incentivizes a beefier frontline with machineguns and anti tank use...  which puts everything in balance.

The idea that hopefully can make this happen, is making bombardment weapons get hit twice as often by all units or alternatively divide their fortification by 2 (and multiply to hit by 2), but then making bombardment much, much stronger, maybe even in line with mounted machineguns if it wasn't for the squishyness. An interesting way would be to keep the number of shots they fire the same as they are now, but do 2.5x their hit chance specifically vs infantry. The logic is its an explosion with a wide kill radius vs infantry, but requires a direct hit to be effective vs vehicles and structures. It needs to be strong enough that it is more cost effective at killing a front line than the front line units, but so cost ineffective defensively that it can't replace the front line units. Personally, I think all artillery (and pod bombardment) should be balanced around this, with the anti-infantry effect becoming more and more pronounced, not just light artillery. I have no idea what the exact right numbers would be.

and just throwing it out there, itd be nice if autocannons were buffed. And again, if you don't plan on doing any of this, it would still be nice for the ai to build more static defenses :)
Title: Re: Suggestions Thread for v2.4.0
Post by: AlStar on January 19, 2024, 12:05:25 PM
As far as ground combat goes, I'd just like aircraft to be moved from individually built tiny spaceships to just being a different type of ground unit.

The benefits of the tiny spaceship approach do not in any way offset the massive increase in micromanagement needed to effectively use them over regular forces.
Title: Re: Suggestions Thread for v2.4.0
Post by: Ulzgoroth on January 19, 2024, 12:08:29 PM
As far as ground combat goes, I'd just like aircraft to be moved from individually built tiny spaceships to just being a different type of ground unit.

The benefits of the tiny spaceship approach do not in any way offset the massive increase in micromanagement needed to effectively use them over regular forces.
Would an auto-allocate for air support maybe mitigate the problem without changing the architecture?
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on January 19, 2024, 12:29:46 PM
As far as ground combat goes, I'd just like aircraft to be moved from individually built tiny spaceships to just being a different type of ground unit.

The benefits of the tiny spaceship approach do not in any way offset the massive increase in micromanagement needed to effectively use them over regular forces.
Would an auto-allocate for air support maybe mitigate the problem without changing the architecture?

It would help somewhat, but it wouldn't alleviate the sheer number of fighters you need to build and manage, nor would it solve the other pressing balance and mechanical problems.
Title: Re: Suggestions Thread for v2.4.0
Post by: Garfunkel on January 20, 2024, 08:21:04 AM
any chance you can increase the amount of static defenses (machine-gun bunkers?) the ai builds?
Agreed, any more variety for AI ground force builds would be good.

if you ever do plan on taking another go at ground-forces balance, I have idea for an entire new feature. The problem I'm thinking to solve, is that machine-guns are too much better than personal weapons.
I disagree. They are more lethal, for sure, but there is a cost to be paid for that in increased tonnage and increased GSP use. That cost is IMHO about right currently.

I'm trying to think how to change the balance, such that personal weapons become the primary infantry weapon, with machine-guns performing a supporting role.
You sound like French generals in WW1 and the interwar period. In reality, the machine gun in its various iterations has arguably been the primary infantry weapon since late-WW1 and most certainly so from WW2. The Germans built their infantry squads around the MG-34/42 and the riflemen were there just to support it. Eventually everyone else copied them to some extent. Yes, the introduction of assault rifles, ie automatic rifles shooting an intermediate cartridge that were affordable enough to equip every infantry soldier, seemed to change things but I would not go so far as to claim that the rifle is the primary weapon and the MG is the supporting weapon. This is an illusion conjured by the recent Anglo-American experiences. In other words, Afghanistan and Iraq massively distorted the understanding of war in both the US and in Britain. Yes, MGs were largely support weapons when 99% of combat is patrol and search missions in counter-insurgency operations among civilian populations. If you look at Ukraine, you'll see that the MG is the king of the battlefield, with artillery and drones coming up close seconds. There the assault rifle is just a support weapon, used only if other, more effective, weapons are not available.

And while I don't that Aurora should be a 100% realism-based game - far from it with our space mechanics and TN-minerals and all that jazz - I also do not want it to become one of those strategy games where the misguided search for 'balance' leads to yet another boring rock-scissors-paper game that is completely divorced from reality.

The second problem I wanted to solve, is artillery. Basically, front line being the shield, and backline being the cannon is the most fun dynamic way for things to be,
I disagree. Obviously the most fun and dynamic way for things to be is to have Godzilla and King Kong fight each other, with the 50-foot-tall woman as a surprise entrant to make it a 3-way fight.  ;D I'm exaggerating for comedic effect but you really shouldn't make such blanket claims. They are just silly.

And also, artillery is lethal but it isn't THAT lethal. The vast majority of casualties from artillery happen in the first 10 seconds of bombardment. No matter how much you shell someplace, most of the time doing it is wasted because the target takes cover. Even without trenches and bunkers, just lying down cuts down casualties by 80% and digging fox holes pumps that up to 90%. Air-burst shells change the situation a little bit but not massively so. Once proper fortifications are present, the number of shells required to kill even a single soldier jump by an order of magnitude. Or two. This topic has been researched massively by literally every first world army in the world, which is why everyone is moving from lot of dumb artillery to few pieces of smart artillery. And drones, of course. It's the same for air power as well. One smart bomb that can reliably hit its target is worth more than fifty dumb bombs, all of which are far more likely to just rearrange local farmlands than hit the enemy command post you were targeting.

So no, I don't think that the current ground combat mechanics need to be changed to solve a problem that does not really exist, especially by promoting ideas that are unrealistic and promote rock-scissors-paper gameplay where you have to have X and Y and Z, while running the risk of distilling all the flavour out of it.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on January 20, 2024, 12:45:56 PM
if you ever do plan on taking another go at ground-forces balance, I have idea for an entire new feature. The problem I'm thinking to solve, is that machine-guns are too much better than personal weapons.
I disagree. They are more lethal, for sure, but there is a cost to be paid for that in increased tonnage and increased GSP use. That cost is IMHO about right currently.

To second this and expand: CAP is the most lethal against unarmored infantry, there is no contest here. However, CAP is much worse against armored units - not only because of the weapon damage and penetration, but more so because it is larger (12 tons vs 5 for PW), thus a group of CAP is easier for armored forces to chew through and reduce so they can more easily target your anti-armor units. This depends on your force composition but generally will hold up, basic PW infantry (or PWL if you go all-in on the meatshield role) is better for absorbing fire.

Quote
So no, I don't think that the current ground combat mechanics need to be changed to solve a problem that does not really exist, especially by promoting ideas that are unrealistic and promote rock-scissors-paper gameplay where you have to have X and Y and Z, while running the risk of distilling all the flavour out of it.

And equally as importantly, it is important to recognize that the current ground combat system, due to its relative simplicity, does an excellent job of supporting roleplay. While it may not be "realistic", a player may create a WH40K Imperial Guard regiment, a BattleTech 'Mech regiment, or a WWI-era infantry regiment, and all of these forces will perform reasonably well on the battlefield. You can argue that "realism" dictates that a modern force structure (with TN weapons, of course) utilizing combined arms doctrine should wipe the floor with these silly and/or outdated fantasy/historical formations, and if you make that argument you are not invited to my Aurora parties anymore because the "realistic" way is simply not as much fun.  ;)
Title: Re: Suggestions Thread for v2.4.0
Post by: Kristover on January 20, 2024, 05:22:24 PM
As far as ground combat goes, I'd just like aircraft to be moved from individually built tiny spaceships to just being a different type of ground unit.

The benefits of the tiny spaceship approach do not in any way offset the massive increase in micromanagement needed to effectively use them over regular forces.

I have been saying his for awhile that I think the idea of atmospheric air forces should be handled within the existing system as a capability with the AA component acting as a counter.  Also migrate the ground support skill over to ground commanders.

I really like the idea of what Steve was trying to accomplish with ground support fighters but right now I think the implementation of it really isn't fun.  The whole ground combat system exists as an operational/strategic level kind of game but then we have GSFs which are kind of a bolt-on interface with one foot in the space game and one in the ground game.  Every time I start a new game I try to work GSFs in but I always end up giving up because it is too much micromanagement and doesn't really effect the course of ground fighting very much at all. 

I'm not throwing darts at the game design here, I love Aurora and derive a lot of pleasure from it but I do think this is one misfire in what is otherwise a dream game for me. 
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on January 20, 2024, 05:58:45 PM
Yes, I will redo the 'air' component of ground combat at some point, probably by introducing a new ground unit type to represent helicopters / attack aircraft / fighter etc.
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on January 20, 2024, 06:00:21 PM
And equally as importantly, it is important to recognize that the current ground combat system, due to its relative simplicity, does an excellent job of supporting roleplay. While it may not be "realistic", a player may create a WH40K Imperial Guard regiment, a BattleTech 'Mech regiment, or a WWI-era infantry regiment, and all of these forces will perform reasonably well on the battlefield.

Yes, this was the primary goal of the new ground combat system.
Title: Re: Suggestions Thread for v2.4.0
Post by: LuuBluum on January 20, 2024, 06:19:25 PM
Yes, I will redo the 'air' component of ground combat at some point, probably by introducing a new ground unit type to represent helicopters / attack aircraft / fighter etc.
And now you have given me a reason to wait until starting the campaign that I want to do, since that sounds fantastic and I would not want to play without it.
Title: Re: Suggestions Thread for v2.4.0
Post by: Kristover on January 20, 2024, 06:19:56 PM
Yes, I will redo the 'air' component of ground combat at some point, probably by introducing a new ground unit type to represent helicopters / attack aircraft / fighter etc.

Thanks and apologies if I came across a pointedly critical.  I can't/don't code and I'm getting this product for free - given the amount of enjoyment I have received from it I would have paid 100USD+ for it without blinking.  I really like the current ground system and feel it is the right amount of abstraction and supports a wide range of head canon.  I really like the idea of atmospheric/aerospace play at the current level of ground combat abstraction.
Title: Re: Suggestions Thread for v2.4.0
Post by: nakorkren on January 20, 2024, 11:10:16 PM
Loving the updates to the Empire Mining tab. Would it be possible to go further and group the Producing locations by system and provide a system total for each. E.g. show production of each body within Sol, then a total for Sol, each body within Proxima Centauri, then a total for Proxima Centauri, etc?

Typically minerals within a system are collected at one central hub colony, so this would be helpful when determining how to ship minerals between systems to keep a balanced distribution in the scenario where each system isn't fully independent from a mineral standpoint.
Title: Re: Suggestions Thread for v2.4.0
Post by: ExecCrawfish on January 21, 2024, 01:06:13 AM
I've seen a few different proposals for 'geared' engines or more speed options, but while I think something along those lines would be useful and flavorful, there are innumerable ways to implement it, most of which I feel would be too complicated. 

So, I'll take a stab.  The current speed option is nice for tactical purposes, but has few other uses.  The real naval operations that serve as flavor inspiration for so many of our games - and plenty of the SF settings that do the same - feature ships that have efficient cruising speeds and inefficient combat/emergency/flank speeds.  If these are to be translated over, they could be an option that is not strictly better or strictly worse than the two extremes - having high-boost ships with plenty of tankers, or having long-range commercial-engined warships that use minimal fuel. 

This option, whatever it might be called, should give engines an additional operating mode where they run as though their power setting was lower - possibly a single tech that gives a 40% down-throttle, possibly a series of techs going from, say, 20% to 60%.  This mode should be toggleable on individual ships, and should work strictly for military engines with a base power setting of 100% or higher.  This implementation would avoid the need to change any formulas for engine power.  The cost could be added engine weight - likely around 10%.  Currently, a 20HS ion engine at 100% power outputs 250EP - with this design option, a 22HS engine would give either 250EP with higher fuel consumption or 125EP with the fuel consumption of the 50% power setting. 

I think this is the cleanest way I can find to implement the idea. 
Title: Re: Suggestions Thread for v2.4.0
Post by: zatomic on January 21, 2024, 10:23:25 AM
Well since you brought up engines, here's the version of that that's been kicking around in my head for a while.

Currently ships can only have 1 type of engine. My proposal is to allow 2 types of engine per ship. The more efficient engines (overall including fuel efficiency tech, size, and power modifier) would be the cruising engines. The less efficient engines would be boost engines.

Each ship then has a cruising speed (the speed attained with cruising engines at 100% power and boost engines at 0%, and a max speed (speed with cruising and boost engines at 100%). Summary can then show max cruising range/time and max boosted range/time.

If a ship only had one engine type (or I guess 2 types with exactly the same efficiency, though that could just be considered an error), then it's cruising and max speeds would be the same.

At the fleet level interface, there would be a choice to set the fleet to cruising speed which would be the slowest cruising speed of any ship in the fleet, or max speed, which would be the slowest max speed of any ship in the fleet.

This proposal would not require any changes to engine design and if you just designed all your ships with one engine type, would continue to work as is. It would require a little logic for each ship to calculate it's fuel usage and thermal signature based on a target speed based on using the cruising engines up to their capacity first, and then adding boost as needed if the target speed is above cruising speed.

This would probably be a boost to beam ships as currently they usually need higher speeds which comes at the cost of range and fuel use. This would allow beam ships to move around slowly and efficiently while still having a high speed for engagements. It also allows some design space around thermal reduction where the cruise engines are also thermally reduced but the boost engines aren't based on the idea that once your boosting into an engagement, stealth is no longer a concern.
Title: Re: Suggestions Thread for v2.4.0
Post by: Therewolfmb on January 21, 2024, 07:27:59 PM
Hi All,

After reading the ideas about engines I thought I'd pile in my own concept, mostly because more the merrier right?

I liked ExecCrawfish's general concept but thought making a strictly formulaic version would be easier to implement in gameplay and UI.

So the concept:
Currently engine fuel consumption scales (^2) with the boosted power level, and linear with actual speed.

Fuel / Hour ~= (Fuel per EPH)*(Base EPH)*(Power Boost)^2*(Actual speed/max speed)

If we add in a power factor on the (actual speed/max speed), it would approximate a cruise mode being more efficient than full throttle.  This power factor could be controlled by a tech line called something like "Cruising Efficiency" and start at 0 (or 0. 1) and increase to something <1.

New fuel consumption formula would be:

Fuel / Hour ~= (Fuel per EPH)*(Base EPH)*(Power Boost)^2*(Actual speed/max speed)^(1+Cruising Efficiency)

It would probably need a lower limit to how much cruising could reduce fuel consumption.  I like the idea of having the maximum benefit be at half power, and going any lower just scales linearly.  So There would be a Max speed at 100% power and associated range, along with a Cruising range from traveling at 1/2 the max speed.

As far as drawbacks, adding mass for cruising seems like a good choice.  As long as the Cruising efficiency modifier is <1:
1) A cruising enabled ship will never be as fuel efficient as a ship using an equivalent HS of lower fuel consumption engines.
2) A cruising enabled ship will never be as power / HS efficient as a ship using dedicated high power engines. 

Or it could just be a freebie with no drawbacks, but that might not be as interesting design wise.

I like this concept overall because the existing set speed command is all that you need to access this new feature.  Though some QoL add ons to the UI would be:

In the design screen:

Display of Design's Max / Cruising.  Max range would be at 100% speed.  Cruising would be at 1/2 Max speed.

In the set speed command popup
1) "Set speed to max cruising speed" (sets the speed to the highest cruising speed of the designs in the fleet, or the max speed of the slowest design applicable)
2) "Set speed to min cruising speed" (sets speed to the lowest cruising speed of the designs in the fleet)

Thanks for reading.


Title: Re: Suggestions Thread for v2.4.0
Post by: ISN on January 21, 2024, 08:58:56 PM
This is a small thing, but it would be nice to be able to see ruins and constructs on the galactic map -- either some way of highlighting them, or just copying over the Artifacts tab from the main screen. I keep having to switch between windows to figure out where they are.
Title: Re: Suggestions Thread for v2.4.0
Post by: Kiero on January 24, 2024, 05:15:32 AM
I suspect that this has already been proposed:

Properties of entire star systems:
- shields are disabled in this system.
- reduced/increased movement speed.
- hostile environment (damage or increased maintenance consumption)
- reduced sensor range.
- through background "noise" individual sensor types do not work
- nebulae which may have similar properties but are only present in some part of the system, something like Aether Rifts
Title: Re: Suggestions Thread for v2.4.0
Post by: AlStar on January 24, 2024, 07:26:06 AM
We used to have nebulae, which did some of your suggestions (shields disabled and reduced speed... possibly reduced sensors?). I honestly don't recall them terribly fondly - being slow is annoying, and since (at least in the last version) they replaced empty systems, there was no reason to be in them. So you ended up just hoping that you didn't get any long realspace connections in a nebula, since it would slow your entire empire down if one ended up in the middle of your main corridors.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on January 24, 2024, 07:39:15 AM
We used to have nebulae, which did some of your suggestions (shields disabled and reduced speed... possibly reduced sensors?). I honestly don't recall them terribly fondly - being slow is annoying, and since (at least in the last version) they replaced empty systems, there was no reason to be in them. So you ended up just hoping that you didn't get any long realspace connections in a nebula, since it would slow your entire empire down if one ended up in the middle of your main corridors.

They worked better in a time when missiles were the clearly dominant weapon, since they provided an impetus for races to develop beam weapons. However, until 2.2 the opposite has been true in C# so nebulae would just be annoying without a mechanical rework.
Title: Re: Suggestions Thread for v2.4.0
Post by: Kaiser on January 24, 2024, 02:17:37 PM
Don't know if it has been already suggested, but a button to replace a scientist with another who is currently researching would be nice. At the moment, you have to stop the research and pick up the new scientist, kind of annoying. That is especially useful when you have to manage many scientists, labs and project in long term campaign.
Title: Re: Suggestions Thread for v2.4.0
Post by: ISN on January 24, 2024, 09:14:16 PM
I often use sensor buoys in my games, and in my current game I want to delete a number of buoys for RP reasons. I was hoping to do this using the Missile Salvos screen. Unfortunately, there seems to be no way to actually identify which buoy is which from the screen: many buoys have the same launcher, and they all have no target. The Salvo ID that it lists isn't visible anywhere else that I can tell so I can't use it to identify missiles. This could be fixed either by adding a column for System to the salvo list, or by jumping to the location of the salvo when you click on it.
Title: Re: Suggestions Thread for v2.4.0
Post by: Warer on January 25, 2024, 09:59:11 AM
Standing Orders Templates
Apply Standard Order Templates to all same Ship Hulls/Class

SJW: Fleets may have multiple class types
Title: Re: Suggestions Thread for v2.4.0
Post by: Warer on January 25, 2024, 10:00:03 AM
Order Not Possible as a Condition for Standing Orders
Title: Re: Suggestions Thread for v2.4.0
Post by: Warer on January 25, 2024, 10:26:23 AM
Auto Scrap Shipyard order for getting rid of early game survey fighter swarms/fighters period
Title: Re: Suggestions Thread for v2.4.0
Post by: AlStar on January 25, 2024, 11:23:21 AM
Could we get a "Shipyards" button on the main console? (Ideally located in-between the "Mining" button and the "Research" button.)

I, at the very least, would use such a thing far more than the existing "Wealth" button.

Wouldn't say no to an "Environment" button, either; although that's lower priority than being able to quickly look at my shipyards.
Title: Re: Suggestions Thread for v2.4.0
Post by: Kiero on January 25, 2024, 03:47:29 PM
In the Class Design window, would be great to see Maintenance needed when a specific component fails.

And an ability to filter out or show only alien designs.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on January 25, 2024, 08:52:23 PM
In the Class Design window, would be great to see Maintenance needed when a specific component fails.

Repair cost (in MSP) is the same as component cost (in BP). And of course 2x for battle damage.
Title: Re: Suggestions Thread for v2.4.0
Post by: Therewolfmb on January 26, 2024, 02:23:10 AM
Would it be possible to add a fleet's Minimum current range stat in the overview tab? We can see total range of all orders and total fuel, but not if the ships have enough fuel to complete the orders.

Probably ignore any refueling effects for simplicity.

If a fleet level stat isn't practical, it would be nice if it could be displayed in the ship list next to % of remaining fuel.
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on January 26, 2024, 06:23:43 AM
Would it be possible to add a fleet's Minimum current range stat in the overview tab? We can see total range of all orders and total fuel, but not if the ships have enough fuel to complete the orders.

Probably ignore any refueling effects for simplicity.

If a fleet level stat isn't practical, it would be nice if it could be displayed in the ship list next to % of remaining fuel.

There already is a range stat for ships.
Title: Re: Suggestions Thread for v2.4.0
Post by: nakorkren on January 26, 2024, 11:14:46 AM
A "Commercial Hanger" or "Commercial Boat Bay" that can only be used to carry commercial vessels and doesn't make the mothership automatically a military ship (the way current hangers do). This would let us put small commercial sensor posts inside hangers on Jump Point Stabilization ships and drop them as they stabilize jump points, leave them near gas giants you suspect your enemies may stop by for fuel harvesting, leave them above prime colonizable worlds you don't have time/reach to claim yet, etc.
Title: Re: Suggestions Thread for v2.4.0
Post by: xenoscepter on January 26, 2024, 11:29:54 AM
A "Commercial Hanger" or "Commercial Boat Bay" that can only be used to carry commercial vessels and doesn't make the mothership automatically a military ship (the way current hangers do). This would let us put small commercial sensor posts inside hangers on Jump Point Stabilization ships and drop them as they stabilize jump points, leave them near gas giants you suspect your enemies may stop by for fuel harvesting, leave them above prime colonizable worlds you don't have time/reach to claim yet, etc.

 --- My dude, what version are you playing? ;D We've had this exact thing since 1.0
Title: Re: Suggestions Thread for v2.4.0
Post by: nakorkren on January 26, 2024, 11:59:16 AM
Derp, just noticed that myself and came back to delete my request, but you were too fast. *facepalm* I'd never realized the potential there, so had never bothered to use them.
Title: Re: Suggestions Thread for v2.4.0
Post by: Therewolfmb on January 26, 2024, 12:06:59 PM
Would it be possible to add a fleet's Minimum current range stat in the overview tab? We can see total range of all orders and total fuel, but not if the ships have enough fuel to complete the orders.

Probably ignore any refueling effects for simplicity.

If a fleet level stat isn't practical, it would be nice if it could be displayed in the ship list next to % of remaining fuel.

There already is a range stat for ships.

I'm sorry if I'm just missing it, but I don't see a current range stat in the top of the fleet tab or anywhere in the ship list portion of the fleet tab (screenshot 095253 attached). It's available in the ship overview menu when selecting a specific ship (screenshot 095330).

It's helpful to see the total distance of movement orders when selecting a fleet, just would be nice to be able to see the fleet's current range in the same view.

SJW: Apologies - misread your post and I was pointing out the current range stat on the ship section.
Title: Re: Suggestions Thread for v2.4.0
Post by: David_H_Roarings on January 26, 2024, 04:45:47 PM
a toggle for whether a colony is use as a place for automatic overhaul orders or not like the one for automatic refueling would be appreciated
Title: Re: Suggestions Thread for v2.4.0
Post by: Kai on January 28, 2024, 02:36:55 PM
Reposted and edited from my reddit comment

I'd like to be able to award them things other than 'Medals'/Rinbons'.  Like an inventory of sorts, for whatever flavor-adding item I feel like, or a 'story/personal background item'; just a random picture I get to select that's bigger than the ribbon size [100x30, I believe].  Badges would be good too.  <edit> As a separate category of 'award' , more of a qualification, actually.
<edit> Any other image size I usually get an "out of memory" error.

I'd also like there to be some larger-ish windows where I could upload any image of a uniform I want [ just focused on the L&R chest, the L&R shoulders, and the sleeves ] which I would edit with whatever I decide are service stripes, Medals, and match ribbons that were awarded with the in game system, and badges.  Maybe even be able to switch between examining two uniforms; service uniform and dress uniform.

It would also be amazing for me if we were able to add pictures to ship classes/fighters at the class design screen, then again at the individual ship itself at Naval Organization, but with the ability to add markings/Squadron Nose or Tail Art.

I bet these sound kind of dumb, but it's just a bit more of cheap immersion for me.  If I need to explain better, i can.  Thanks for reading
Title: Re: Suggestions Thread for v2.4.0
Post by: rainyday on January 29, 2024, 10:16:58 AM
1. It would be really nice to have a Fleet/Increment AMM PD Summary formatted like the Energy one that lists how many missiles and decoys you just killed.


2. On the Race Information -> Academy page where it confuses new players by listing the total crewmen available, also having some kind of replenishment rate information. Crewmen per year or whatever.

Title: Re: Suggestions Thread for v2.4.0
Post by: ExecCrawfish on January 29, 2024, 02:38:10 PM
Decoy missiles are expensive. I don't see why they should be roughly 4x costlier by size than regular missiles, except for balance purposes; but at the moment I don't think they're necessarily good enough to justify that outsize cost.

They're one factor in helping beam ships get into range and countering box launcher salvoes, but not, IMO, such an important part of that calculus that they need an 'artificial' balance factor in the form of cost. As an example, most NPR ship designs with decoy launchers will end up requiring nearly as much corbomite to fill those launchers as they require gallicite to build in the first place.

It's nice to have a use for corbomite, of course, but I think one or more of the below changes might bring things into line a little better.

Title: Re: Suggestions Thread for v2.4.0
Post by: notlogic on January 29, 2024, 09:38:42 PM
Naval Orginization Menu - If two fleets are in the same place, let us drag a ship directly from one fleet to another without the extra step of detaching.     

Option to start with a default medal setup and event log color scheme as part of the base game.     I played for a week before learning about the Medals aspect of this game.     I played another two weeks before learning I could download a file from the forums of fully defined conditions with beautiful medals.     Include this in the base game, let people have the option to use the default, but still let them edit it to their preferences if they like.   

When setting up an auto-assign planet governor, naval admin commander, etc, have the drop-down for minimum rank indicate somehow (highlight?) what the current minimum rank for the position is.     Alternately, offer an option to have the minimum rank selection increase to meet increased demands.     Do we *really* need to be bothered every time these people aren't high enough rank?

Towing asteroids into orbit around a different body.   

When queueing up installations for construction, show workers required for the installation in the panel that shows mineral costs.     Just add it right under "Corundium 20" or whatever.     Possibly add research enabling fewer workers per installation, I bet all those slow-research rate RPers would like that.   

An in-game library of ship class designs using either the most basic, or currently researched, tech.     For instance, if you select Freighter for the class label, have a button to import a basic Freighter design from the library.     Not all classes would need examples in the library, but those that do could be highlighted in the drop down to let the player know an example exists.     This could even open the door to people sharing their own libraries of ships that they share.     

(other original suggestions continued to later comment post-edit)
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on January 29, 2024, 09:55:21 PM
Naval Orginization Menu - If two fleets are in the same place, let us drag a ship directly from one fleet to another without the extra step of detaching. 

You can already do this.

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Option to start with a default medal setup and event log color scheme as part of the base game.   I played for a week before learning about the Medals aspect of this game.   I played another two weeks before learning I could download a file from the forums of fully defined conditions with beautiful medals.   Include this in the base game, let people have the option to use the default, but still let them edit it to their preferences if they like. 

Default medal setup would probably see very little use since there is no way to delete medals except one-by-one, and in most cases I'd prefer to use a medal set that is suited to my roleplay setting. It's not very difficult to import a CSV anyways.

Event log default colors I could actually see being rather useful, as there is no need for deleting colors to change them or set new ones. Again, it is only a few clicks to import a CSV, but for multiple player race games this adds up to a lot of extra clicks when I might just want to use the same colors for all races.

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Alternately, offer an option to have the minimum rank selection increase to meet increased demands.   Do we *really* need to be bothered every time these people aren't high enough rank?

99% of the time when there is a conflict of ranks it is due to a player error, at least in my case - so I'd rather have the notification to alert me. I think such an automatic rank change would also backfire since in most cases it would need to propagate up the chain of command, which would create awkward moments when your highest-ranking admiral is no longer qualified to lead the Navy.

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Towing asteroids into orbit around a different body. 

This one comes up a lot, in short it is not feasible with the game's towing mechanics since asteroids are many orders of magnitudes larger than any ship you might reasonably build. Towing an asteroid would mean flying around for centuries at a fraction of 1 km/s, not worth it.

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When queueing up installations for construction, show workers required for the installation in the panel that shows mineral costs.   Just add it right under "Corundium 20" or whatever.

I would love to have this information in the game somewhere like we already have for shipping sizes. This would be a useful reference to remember worker requirements when trying to plan out a new colony.

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An in-game library of ship class designs using either the most basic, or currently researched, tech.   For instance, if you select Freighter for the class label, have a button to import a basic Freighter design from the library.   Not all classes would need examples in the library, but those that do could be highlighted in the drop down to let the player know an example exists.   This could even open the door to people sharing their own libraries of ships that they share.   

We have this feature in the most recent versions (http://aurora2.pentarch.org/index.php?topic=13090.msg165946#msg165946), albeit it cannot cross DB changes between major versions.
Title: Re: Suggestions Thread for v2.4.0
Post by: notlogic on January 29, 2024, 10:43:27 PM
Thanks for the reply nuclearslurpee! I'm very excited about the features that you mentioned. 

Here's a pruned version of my previous comment, considering your response: 


I only started playing after 2.   5, but I've been keeping notes on how I feel like the game could work better for beginners and thought I'd share them.     I was hoping to see a 2.   5.   0 version of this thread come out, but gee willickers, I decided to go ahead an share this stuff now.     

Please be kind, I only started playing after 2.   5, so I'm sure a lot of these have been said before and I hope you'll be forgiving.     I read the entire 2.    4.    0 thread we're in now and don't think I saw any of these mentioned here.   

Economics Menu:Civilian/Flags – if the player clicks on something in the left-side colony inventory column, then click add/edit supply/demand, let add based off the item I clicked on rather than the drop down menu in the supply or demand columns.     Consider enabling us to drag an item from the left column to the supply or demand column and have it prompt for the amount when we release the mouse button.   

When making move orders, a “Show Only Fleets” toggle that shows only fleets would be nice.   

When hovering mouse over menu icons at the top of the tactical map, include the current hotkey in parenthesis after the name popup.     For example, when hovering your mouse cursor over the “Open Events Window” icon it should say “Open Events Window (Ctrl-F11)”

User definable hotkeys.     For instance, I’d much prefer research to be F3 than Ctrl-F5.     And I’d love to define a shipyard or events log hotkey.     Maybe these exist already, but a user-definable hotkey section would be so nice.   

User-defined events/clock stoppage.     Maybe I queued up a lot of infantry units and don't want to be stopped at each one.     Or, maybe, I really do want to be notified when my Geological Survey ground units finish their work.   

Eco:Civilian/Flags Menu - a way to indicate preference or priority.     I might *really* want civilian shipping lines to ship some things before others.     Make it cost extra wealth to use the express option.   

User-defined maximums for civilian ships built.     Similar to Dwarf Fortress where you can define maximum population.     Two settings would be ideal: "Maximum # of Civilian Shipping Lines" and "Maximum # of Ships per Civilian Shipping Line"

Let us drag research we want to do to the top box.     Make it red if it needs a scientist or labs.     Then let us drag a scientist on it.     Bonus: If a Logistics research project is on-going, let us drag another Logistics research on top of it to have it added to the queue.   

Economics Menu:Civilian/Flags - Civilian shipping of minerals

Option to start with a default color scheme for the event log.  Obviously keeping the user-defined options.   

CSV in the /medals folder with each option defined.  Let players set reward values for each, if they want to set them above zero.  This would save countless clicks and there are already plenty of ribbon images available to allow this without additional files aside from the CSV.  Might not be worth the coding effort, but consider adding a pop-up whenever an officer does something potentially medal-worthy saying "Captain SlurpNuclearBro just discovered XXX, would you like to define a medal and reward for officers who do this in the future? (press [] to not see these pop-ups again)"

When setting up an auto-assign planet governor, naval admin commander, etc, have the drop-down for minimum rank indicate somehow (highlight?) what the current minimum rank for the position is.  Include an event log interruption whenever there is a change that requires these settings to be updated.

When queueing up installations for construction, show workers required for the installation in the panel that shows mineral costs.     Just add it right under "Corundium 20" or whatever.     Possibly add research enabling fewer workers per installation, I bet all those slow-research rate RPers would like that.   

An library of ship class designs using either the most basic, or currently researched, tech.  Include templates for standard basic ship classes in the install.  NuclearSlurpee taught me that saving and importing templates is a recent addition and still being developed.  Eager to see how this develops. 

When issuing orders to a ship with specific modules, have targets subject to those modules be highlighted/bolded in the list.     For example, if you're issuing orders to a sorium harvester and are scrolling through system bodies, highlight those which can harvested.     Or, perhaps, put an H or S next to its name.     Some other modules which could benefit from this: orbital miners (oh, the asteroids!), jump stabilizers for LPs.   

The ability to sort things by clicking the column label… option to sort system bodies while making move orders alphabetically to more easily find that one weird asteroid; sort search results in the minerals menu with a single click.     That kind of thing.   

-----Make double clicking something default to centering on it.     Fleets in Naval Org, system bodies in Economics or System view, etc.     In the tactical window, change centering the map on a target to double-clicking.   

A mini-map of the Galactic Map.     If you click a system in the mini-map, the tactical map jumps to it.     Include a small, collapsible list of jump points (JP1: Sol, JP2: Proxima Centauri, etc).     When tactical map is the active window, pressing the corresponding number on your keyboard changes or clicking on the JP in the list switched you to that system.   

To add to the above, movement orders issued like so:

1.     Click to location on tactical map select fleet.     Click elsewhere to deselect, or select a different target.     
    1a.     If multiple fleets and system bodies exist at click location, show context menu allowing selection of desired fleet/system body.   
    1b.     From Naval Org menu, show the orders list for this vessel.   
2.     If needed, click to your desired system in minimap or press numbers on keyboard to show the system.   
Right-click target for context menu (Move to Location, Join Fleet, Refuel, etc).     Add selection to orders.   
3.     Repeat steps 2-3 until craft is deselected.   
This wouldn’t need to replace the Naval Org system of movement, just be an option.   

As part of the above, also allow clicking system bodies for similar effects:
1.     Click system body on tactical map to open Economics menu.     Click elsewhere to deselect, or select a different target.     
   1a.     If multiple fleets and system bodies exist at click location, show context menu allowing selection of desired system body or fleet.   
Title: Re: Suggestions Thread for v2.4.0
Post by: JacenHan on January 31, 2024, 02:15:55 PM
Suggestion - New "No Maintenance Cost" Game Rule

Currently in the game setup rules we have "No Maintenance Required", which disables all ship breakdowns, failures, overhauls, and ongoing MSP maintenance costs. I personally would enjoy a less severe version of this where ships still suffer maintenance breakdowns when away from a maintenance base and require overhauls, but there is no annual MSP consumption for ships at a maintenance base. This would allow for building larger standing fleets and make it less costly to keep obsolete ships, while still having the logistics challenge of building forward fleet bases and maintaining pickets.
Title: Re: Suggestions Thread for v2.4.0
Post by: Therewolfmb on February 01, 2024, 12:47:35 AM
Oh man, I thought that was how it worked already. I didn’t realize my fleets were slowly draining their MSP. Panic
Title: Re: Suggestions Thread for v2.4.0
Post by: db48x on February 01, 2024, 06:14:40 AM
Oh man, I thought that was how it worked already. I didn’t realize my fleets were slowly draining their MSP. Panic

They’re not. They consume MSP from the colony they orbit first, if it has any. The maintenance facilities there are constantly building new MSP, provided they have the right minerals.
Title: Re: Suggestions Thread for v2.4.0
Post by: Vandermeer on February 01, 2024, 09:35:09 AM
Suggestion - New "No Maintenance Cost" Game Rule

Currently in the game setup rules we have "No Maintenance Required", which disables all ship breakdowns, failures, overhauls, and ongoing MSP maintenance costs. I personally would enjoy a less severe version of this where ships still suffer maintenance breakdowns when away from a maintenance base and require overhauls, but there is no annual MSP consumption for ships at a maintenance base. This would allow for building larger standing fleets and make it less costly to keep obsolete ships, while still having the logistics challenge of building forward fleet bases and maintaining pickets.
Or, alternatively, perhaps have it be paid with wealth instead? In the beginning where wealth is scarce, it might be an issue, but then again, maintenance is low at those times, and you can probably compensate the wealth costs by shutting MSP production off more frequently.
Later, wealth often overflows due to having many no-producer colonies, so this would be a nice way to integrate it back more and be useful.

I support the 'No Maintenance Cost' idea anyway, because since Aurora VB I have always fought for ways to work around paying tn-materials for harbored ships. Planetary hangars then, now orbital hangars. It would be nice if that wasn't necessary anymore, while I can still design my ships around efficiency and running times.
Title: Re: Suggestions Thread for v2.4.0
Post by: superstrijder15 on February 01, 2024, 10:19:10 AM
Add an "auto-organize" button to the galactic map screen, which automatically sorts systems so we don't have to manually re-arrange the galactic map once it starts getting large

Consider looking at this piece of code I wrote last year. If you are able to write a bit of your own SQL and run python code, you can probably use this every now and then to get a map that is *kind of*  organized.
http://aurora2.pentarch.org/index.php?topic=13284
Title: Re: Suggestions Thread for v2.4.0
Post by: Therewolfmb on February 01, 2024, 11:10:09 AM
Oh man, I thought that was how it worked already. I didn’t realize my fleets were slowly draining their MSP. Panic

They’re not. They consume MSP from the colony they orbit first, if it has any. The maintenance facilities there are constantly building new MSP, provided they have the right minerals.

You misunderstood, I thought it was free so I have been setting up my frontier maintenance colonies without any extra MSP or minerals to make it. The fleets are have been maintained on their own supplies for a good while now. So now I gotta scramble to resupply them and figure out how to keep them supplied.
Title: Re: Suggestions Thread for v2.4.0
Post by: JacenHan on February 01, 2024, 12:09:10 PM
Oh man, I thought that was how it worked already. I didn’t realize my fleets were slowly draining their MSP. Panic

They’re not. They consume MSP from the colony they orbit first, if it has any. The maintenance facilities there are constantly building new MSP, provided they have the right minerals.

You misunderstood, I thought it was free so I have been setting up my frontier maintenance colonies without any extra MSP or minerals to make it. The fleets are have been maintained on their own supplies for a good while now. So now I gotta scramble to resupply them and figure out how to keep them supplied.
If you don't already know, you can see how much MSP a fleet is using in the summary above the ship list ("Annual MSP ###") to help you figure out how much you need. Non-commercial ships use 1/4 their cost in MSP per year, and MSP cost 0.25 minerals each, so after 16 years you have paid the ship cost again in maintenance. If you have keep an old ship around for ~30 years, you might as well have scrapped it to get some of its cost back and built two higher-tech ships instead.

Or, alternatively, perhaps have it be paid with wealth instead? In the beginning where wealth is scarce, it might be an issue, but then again, maintenance is low at those times, and you can probably compensate the wealth costs by shutting MSP production off more frequently.
Later, wealth often overflows due to having many no-producer colonies, so this would be a nice way to integrate it back more and be useful.
I like this idea quite a bit - maybe we could call the option "Wealth-Based Maintenance" to make it more clearly different from "No Maintenance Required".
Title: Re: Suggestions Thread for v2.4.0
Post by: AlStar on February 01, 2024, 01:34:08 PM
Could we increase the number of alien artifacts found at xeno dig sites by a factor of... like... 10x? We found a city-sized ruin - 900+ structures - and, by the end of the dig, we had a couple thousand artifacts. These were all absorbed right back into the local population over the course of just a couple years; I don't think that a civilian freighter even got a chance to take any back to Earth. It was rather anticlimactic, and certainly much less useful than the twenty research labs or dozens of other facilities that we found.

Alternatively, alien ruins should produce a steady production of artifacts (amount dependent on the size of the ruins) and the local population shouldn't demand them - a built-in bonus trade good for settlements on ruin worlds.

While I'm thinking on ruins, could we get back the chance of uncovering Precursor Robots that were an infrequent spicy treat when snooping around fallen alien cities in VB6?
Title: Re: Suggestions Thread for v2.4.0
Post by: captainwolfer on February 01, 2024, 05:11:11 PM
While I'm thinking on ruins, could we get back the chance of uncovering Precursor Robots that were an infrequent spicy treat when snooping around fallen alien cities in VB6?
I never liked that feature personally. It basically just makes ruin recovery take longer, because you have to spend the time to send extra troops.
Title: Re: Suggestions Thread for v2.4.0
Post by: notlogic on February 01, 2024, 07:06:43 PM
Back with some more suggestions.  Apologies if this is too many or, if like last time, I ignorantly suggest things that are already possible or present in a different form.   

--
QOL/UI

Naval Organization Menu: Allow shift-click or ctrl-click to select multiple fleets that we can then drag and assign to a new fleet.

Multiple Menus:  Allow resizing of column width.  I noticed I can't read which ELINT module I'm adding without clicking or hovering.  Might be an issue for others, as well.

Naval Organization Menu:  Ability to ‘pin’ or locations, fleets, etc to the top of Movement Orders list.  Could be implemented by allowing rt-clicking on an item in the Movement Orders list and selecting ‘pin’ from a context menu.

Naval Organization Menu:  Ability to edit items in the middle of a queue – such as quantities picked up/dropped off

Research Menu:

Intelligence and Foreign Relations Menu:  All the event log communications notifications with each species, and possibly other notifications, could be kept and sorted here.

Events Window:  Ability to assign custom color to Retirements and Commander Health announcement only if they have an assignment.

Class Design:  In the large right-hand window showing the current class build, add tool tips when you hover your mouse over different stats and components giving you more information about them.  Such as what PPV or TH means.  Additionally, if someone clicks on an added component in that window, have it be selected under the components window to the left – similar to selecting a Commander on the left after you’ve clicked a commander search result.  These tool tips could also be carried over to other areas of the game where the class build is shown, such as when you click on an individual ship in Naval Organization showing class data below.

Economics-Research:  When a technology research project is created, list any subsequent technology it will unlock in a different color below so that it can be queued for the same scientist.  If there is concern that this would be some sort of spoiler for new players, have a setting that seasoned players could select to enable this feature.

New Feature Suggestions

Economics-Civilian/Flags:  Conditional shipping contracts.  Allow setting conditions to add supplies or demands automatically.  For example, set a condition at Earth where if the number of DSTS > 100 then add any X DSTS to supply.  Would be even more useful if minerals, MSP, or fuel could be added to shipping contracts.

Complex Technology/Research:  Create some new technologies, and convert some old technologies, to be Complex Technologies.  Complex Research would require multiple scientists, and benefit from adding scientists from other specific fields.  A Complex Technology could have a primary field, and secondary/tertiary fields.  List the Complex Technology with its primary field, but after its Research Cost include a letter/indication for its other fields. 

As an example, to add flavor to why shields are self-powered, instead of:

“Alpha Shields    1,000”

you could list:

“Alpha Shields    1,000 P”

with P noting that a Power & Propulsion scientist is needed.  The supporting scientists could grant a fraction of their research bonus and labs.  To balance any old techs becoming Complex Techs and suddenly getting these potential bonuses, their costs could be adjusted.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on February 01, 2024, 08:32:46 PM
While I'm thinking on ruins, could we get back the chance of uncovering Precursor Robots that were an infrequent spicy treat when snooping around fallen alien cities in VB6?
I never liked that feature personally. It basically just makes ruin recovery take longer, because you have to spend the time to send extra troops.

Worse, the "spicy treat" had a tendency to blow up your loot as collateral damage, which meant that the way to recover loot safely was to have a freighter on station constantly moving installations from the ruin site to some other dumping ground colony, which was annoying and immersion-breaking, let's be honest here.
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Zax on February 01, 2024, 10:01:27 PM
While I'm thinking on ruins, could we get back the chance of uncovering Precursor Robots that were an infrequent spicy treat when snooping around fallen alien cities in VB6?
I never liked that feature personally. It basically just makes ruin recovery take longer, because you have to spend the time to send extra troops.

Worse, the "spicy treat" had a tendency to blow up your loot as collateral damage, which meant that the way to recover loot safely was to have a freighter on station constantly moving installations from the ruin site to some other dumping ground colony, which was annoying and immersion-breaking, let's be honest here.

Famously, blue emu's campaign at Wolf 294
Title: Re: Suggestions Thread for v2.4.0
Post by: ExecCrawfish on February 02, 2024, 01:55:07 AM
I hesitate to report this in the bug thread because it's likely working as written, just in an unintuitive way. Currently, I'm staking out the far side of a jump point to an NPR system. For the past three game years they've been sending intermittent warships through, and occasionally gate construction ships. However, now that I've focused on capturing everything coming through the gate instead of destroying it... the NPR keeps routing civilian traffic through. There isn't even a gate on my side of the JP.
Title: Re: Suggestions Thread for v2.4.0
Post by: AlStar on February 02, 2024, 07:30:08 AM
While I'm thinking on ruins, could we get back the chance of uncovering Precursor Robots that were an infrequent spicy treat when snooping around fallen alien cities in VB6?
I never liked that feature personally. It basically just makes ruin recovery take longer, because you have to spend the time to send extra troops.

Worse, the "spicy treat" had a tendency to blow up your loot as collateral damage, which meant that the way to recover loot safely was to have a freighter on station constantly moving installations from the ruin site to some other dumping ground colony, which was annoying and immersion-breaking, let's be honest here.

Famously, blue emu's campaign at Wolf 294
While I think random spiciness is best for roleplaying reasons; perhaps as a nod to gameplay, if a ruin is chosen as "spicy", it would be the very first thing your construction teams unearth? That way the other ruins haven't been generated yet, so there's no worry about them being destroyed.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on February 02, 2024, 10:33:34 AM
While I think random spiciness is best for roleplaying reasons; perhaps as a nod to gameplay, if a ruin is chosen as "spicy", it would be the very first thing your construction teams unearth? That way the other ruins haven't been generated yet, so there's no worry about them being destroyed.

This would actually make a lot of sense and work pretty well...

...however, we basically already have this since planets with ruins "usually" have ground units defending them. So really the only difference would be if they are already there defending or pop out in a surprise attack. I don't think having both at the same time works very well, practically.
Title: Re: Suggestions Thread for v2.4.0
Post by: AlStar on February 02, 2024, 12:10:17 PM
This would actually make a lot of sense and work pretty well...

...however, we basically already have this since planets with ruins "usually" have ground units defending them. So really the only difference would be if they are already there defending or pop out in a surprise attack. I don't think having both at the same time works very well, practically.
That's fair - so far in my games I've seen defended planets and I've seen planets with ruins, but ne'er the two together. It makes sense that defended planets would/should be guarding something valuable.
Title: Re: Suggestions Thread for v2.4.0
Post by: Garfunkel on February 02, 2024, 04:47:01 PM
Yeah I would not like going back to old spoiler behaviour vis-a-vis ruins.

Please bring back SM-mode EDIT buttons for fuel and MSP amounts on a colony so we don't have to do via DB editing or by creating a 'scrap'-ship just to unload it at the colony for this purpose.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on February 02, 2024, 05:55:05 PM
QoL suggestion: Allow partial-HS sizes for magazine components.

Usually, when I am designing a missile ship I have in mind a specific number of missiles I want in each magazine. Due to the non-nice numbers that result from the magazine efficiency tech levels as well as adding armor layers, it is usually rather difficult to get a magazine which is a correct or often even a close match to the desired form factors. For example, in a current ship design I would like 4 magazines with 120 capacity each (5 reloads x 4 launchers x size 6 missiles; the number of magazines is set by a balance of roleplay and mechanics considerations), however I have the 85% efficiency tech which means I can have capacity-119 magazines at size 7 or go up to size 8 and waste a bunch of space (using that tonnage for extra armor layers just drives up the cost unnecessarily).

An alternative would be to implement an option to select a desired capacity, similar to the recent jump drive design change, but I understand this would be more challenging to implement due to the armor calculation so I'd be fine with just having some non-integer sizes to work with.
Title: Re: Suggestions Thread for v2.4.0
Post by: AlStar on February 04, 2024, 10:31:32 AM
I'd like the ability/option to run the mineral overview by total availability - give me a listing of the bodies that have the highest availability and most variety of minerals.
Title: Re: Suggestions Thread for v2.4.0
Post by: db48x on February 04, 2024, 05:48:01 PM
Oh man, I thought that was how it worked already. I didn’t realize my fleets were slowly draining their MSP. Panic

They’re not. They consume MSP from the colony they orbit first, if it has any. The maintenance facilities there are constantly building new MSP, provided they have the right minerals.

You misunderstood, I thought it was free so I have been setting up my frontier maintenance colonies without any extra MSP or minerals to make it. The fleets are have been maintained on their own supplies for a good while now. So now I gotta scramble to resupply them and figure out how to keep them supplied.

Oops!
Title: Re: Suggestions Thread for v2.4.0
Post by: db48x on February 04, 2024, 05:51:49 PM
Or, alternatively, perhaps have it be paid with wealth instead? In the beginning where wealth is scarce, it might be an issue, but then again, maintenance is low at those times, and you can probably compensate the wealth costs by shutting MSP production off more frequently.
Later, wealth often overflows due to having many no-producer colonies, so this would be a nice way to integrate it back more and be useful.
I like this idea quite a bit - maybe we could call the option "Wealth-Based Maintenance" to make it more clearly different from "No Maintenance Required".

Yea, I like that idea too.

In fact, people are always suggesting adding some more recycling to the game (above and beyond scrapping old ships to build new ones). How about a recycling tech that replaces a fraction of the mineral costs with a wealth cost? The wealth is you buying recycled materials on the open market.
Title: Re: Suggestions Thread for v2.4.0
Post by: Kaiser on February 05, 2024, 01:12:32 PM
The possibility in the class design window to get an extra tab "ship combat" the same as in the naval org. view to check how the disposition of the armament looks like before putting the ship in production.
Title: Re: Suggestions Thread for v2.4.0
Post by: Elminster on February 06, 2024, 08:05:07 AM
The possibility in the class design window to get an extra tab "ship combat" the same as in the naval org. view to check how the disposition of the armament looks like before putting the ship in production.
One step further.
It would be nice to do a standard distribution and settings for the Weapons and Fire Controls (especially PD settings), so that all ships of this class get them when they are finished building.
Title: Re: Suggestions Thread for v2.4.0
Post by: nakorkren on February 10, 2024, 11:04:35 PM
Folks have complained in the past about how it was easier to gain ground forces attack value by researching plasma carronades since the tech was lower per caliber. I believe that has largely been fixed now, but while thinking about why that was an issue, I had a related idea:

Change ground forces attack to be based on the sum total of research points into all weapon caliber techs plus missile warhead tech, and ground forces defense to be based on the sum total of research points into armor and shield techs.

The benefit is there's no "gaming the system" by focusing on a single weapon type to get ground troop strength up faster, and no penalty for spreading your research across multiple weapon (or defense) types.
Title: Re: Suggestions Thread for v2.4.0
Post by: Kiero on February 17, 2024, 05:13:59 AM
- Ability to mark a character to be Retain in advance, before he/she would go to retire.
- On Map, the ability to mark a few systems at once and move them (with Ctrl.)
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on February 17, 2024, 06:19:29 AM
- Ability to mark a character to be Retain in advance, before he/she would go to retire.
- On Map, the ability to mark a few systems at once and move them (with Ctrl.)

You can already do both.

The story character flag will prevent commander retirement. On the galactic map, you can use Ctrl, or shift-drag, to select multiple systems. Just make sure you don't click on one when dragging the group.
Title: Re: Suggestions Thread for v2.4.0
Post by: Kiero on February 17, 2024, 04:12:09 PM
...
The story character flag will prevent commander retirement...

Yeah, I was thinking more like let them retire but mark them to be Retain automatically. So You don't have to remember to do that manually.  8)
Title: Re: Suggestions Thread for v2.4.0
Post by: Arkrider on February 18, 2024, 01:27:36 PM
Is this the suggestions thread for current builds? I'm hoping so.

My suggestion is a Quartermaster's, Cargomaster's, NESCO's or Intendant's  (pick your noun) Command & Control module for ships, equivalent to Aux.  Control, that adds the Logistics bonus of an officer to the ship.

Surprised that's missing, actually, since that's usually a pretty big deal IRL.  Pork chops (supply officers) are two-three steps from God on a ship depending on its class. 
Title: Re: Suggestions Thread for v2.4.0
Post by: Garfunkel on February 18, 2024, 06:57:15 PM
Is this the suggestions thread for current builds? I'm hoping so.

My suggestion is a Quartermaster's, Cargomaster's, NESCO's or Intendant's  (pick your noun) Command & Control module for ships, equivalent to Aux.  Control, that adds the Logistics bonus of an officer to the ship.

Surprised that's missing, actually, since that's usually a pretty big deal IRL.  Pork chops (supply officers) are two-three steps from God on a ship depending on its class.
They aren't added because using them would be a no-brainer. Every cargo vessel would have them, there's no decision making involved. You get the admin bonus if you set up your admin structure right and you get the ship commander's bonus on top. It's the same reason why there isn't a terraforming leadership module or Sorium harvesting leadership module.
Title: Re: Suggestions Thread for v2.4.0
Post by: Arkrider on February 19, 2024, 11:21:25 PM
Quote from: Garfunkel link=topic=13404. msg168728#msg168728 date=1708304235
They aren't added because using them would be a no-brainer.  Every cargo vessel would have them, there's no decision making involved.  You get the admin bonus if you set up your admin structure right and you get the ship commander's bonus on top.  It's the same reason why there isn't a terraforming leadership module or Sorium harvesting leadership module.

Seems like this is an unpopular idea, considering all the thanks you're getting for shooting me down  :-[, but I feel compelled to disagree regardless.  First, so what if every cargo ship has one? Let it happen.  Every cargo ship (probably) has shuttle bays too, does that mean they're a nonsense concept? Same for CIC bridges on combat ships; that tactical bonus is an absolute no-brainer, on any ship larger than an FAC for 3 HS.  Are those too much, as well? After all, you get a pretty good Tactical bonus from setting up your Admin structure correctly there, too, if you emphasize the trait.  Why even have that, if that's an issue?

Second, if it's really a problem to have a named Cargo officer on every Naval cargo ship, instead of just implied. . .  then instead of dismissing the notion completely, let it be large or expensive enough of a module to have a tradeoff.  If it's, say, the size of a cargo shuttle bay, until you already have 4 shuttles, adding one or two more gives more than 25% logistics; you'd need a bunch of really good logistics officers to justify trading a shuttle bay for one in smaller ships.  That way, only your heavy freighters built out of extremely large shipyards merit the office.  Or same/same for large missile boats, stations, etc.  - those may have a cargo officer, but your family-owned small freighter doesn't have the dime for such fancy things.

Or you could set the tech to happen after Advanced Shuttles, where it's pretty much a moot point anyway, at least from what I've seen.  A small boost at that point for what's essentially RP value and officer experience, which is good but not unbalancing.

I'm not convinced that's even really necessary - I always have too many officers to employ anyway, even with a large navy, so it seems like it's just a fun addition and RP aid, you really wouldn't miss much if you didn't add one, since the majority of time is spent between stops and this is just a different form of handling boost.  But if it's really too overpowered, there are answers for that besides "nah, it's a no-brainer. "
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on February 20, 2024, 02:11:50 AM
Quote from: Garfunkel link=topic=13404. msg168728#msg168728 date=1708304235
They aren't added because using them would be a no-brainer.  Every cargo vessel would have them, there's no decision making involved.  You get the admin bonus if you set up your admin structure right and you get the ship commander's bonus on top.  It's the same reason why there isn't a terraforming leadership module or Sorium harvesting leadership module.

Seems like this is an unpopular idea, considering all the thanks you're getting for shooting me down  :-[, but I feel compelled to disagree regardless.  First, so what if every cargo ship has one? Let it happen.

It is important to recognize that one of the core design principles of Aurora (articulated by Steve himself) is that good gameplay features create interesting decisions. If adding a feature doesn't create an interesting decision for the player, it's just an extra button to click to get +X% bonus or whatever. This is the reason why the suggestion of additional officer modules for commercial ships has never happened, because it does not create any interesting decision besides "when do I spend 5k RP to research this?" and "How fast can I double-click to add this component?" -
or at least, we generally perceive this to be the case.

Quote
Every cargo ship (probably) has shuttle bays too, does that mean they're a nonsense concept?

Cargo Shuttle Bays present an interesting, if minor, decision in the choice of how many to add. Each additional one improves your ship's load/unload speed, but also increases build cost and ship size, so it is a proper decision to make about how many shuttle bays to have on a ship. Admittedly a minor decision but it is there and is not what most would call a "no-brainer".

Quote
Same for CIC bridges on combat ships; that tactical bonus is an absolute no-brainer, on any ship larger than an FAC for 3 HS.  Are those too much, as well? After all, you get a pretty good Tactical bonus from setting up your Admin structure correctly there, too, if you emphasize the trait.  Why even have that, if that's an issue?

The CIC isn't really a no-brainer, either. It might seem like it, but consider two extremes: on one hand, if a ship has only one weapon mounted, it is probably better to mount a second weapon to double effective firepower than to mount a CIC for a smaller boost to effective firepower (vis. hit rate). On the other hand, if a ship has 100 weapons, a CIC will almost surely provide a better effective firepower improvement than mounting the 101st weapon for a measly +1% firepower increase. These cases are quite obvious; the question is in-between, where is the optimum point where a CIC is better than an additional weapon (or other component)? This is not so trivial! We have to consider not only the above balance but also other factors, such as opportunity cost versus other components (that 3 HS could be used for, say, a Main Engineering, a bigger sensor, or some hangar space for a small scout shuttle) and expected benefit based on quality and availability of officers (if you don't even have enough officers to staff your ships with just Bridge + AUX modules, you may find many CICs going unstaffed! Of course this depends on how you design your fleet and how you manage your officers...), so this is not even a mathematical optimization problem but a true decision-making opportunity.

The same logical problems apply for the other existing command modules (ENG, SCI, etc.). If I only have 2-3 survey sensors on a survey ship, a SCI module may not give as much benefit as an additional sensor, for example. These are problems that would not really apply for commercial versions (giving bonuses to Logistics, Mining, Terraforming, etc.) - commercial ships are simply so large that a small officer module would be comparatively a no-brainer - what is 150, 250, or even 500 tons for a +10% or better boost to a 125,000-ton terraforming station, for instance? It's a trivial addition, unless the cost of the command module was so large as to break roleplay and immersion for the sake of "balance".

Quote
Second, if it's really a problem to have a named Cargo officer on every Naval cargo ship, instead of just implied. . .  then instead of dismissing the notion completely, let it be large or expensive enough of a module to have a tradeoff.  If it's, say, the size of a cargo shuttle bay, until you already have 4 shuttles, adding one or two more gives more than 25% logistics; you'd need a bunch of really good logistics officers to justify trading a shuttle bay for one in smaller ships.  That way, only your heavy freighters built out of extremely large shipyards merit the office.  Or same/same for large missile boats, stations, etc.  - those may have a cargo officer, but your family-owned small freighter doesn't have the dime for such fancy things.

This part is a valid counterpoint, however. Personally, I'm not sure there is much need since this functionality essentially duplicates the Cargo Shuttle Bay functionality with a variable for officer skill level, so I doubt Steve would ever feel inclined to add it - but at least if he does consider it, this argument demonstrates that it can be an actual decision unlike most of the suggestions we see for things like Mining or Terraforming officer stations.
Title: Re: Suggestions Thread for v2.4.0
Post by: AlStar on February 20, 2024, 10:14:07 AM
From what I understand, the deal is that Steve doesn't want to add things to commercial vessels.

Now, what he could do is give us a cargo transfer module (and terraforming/mining/etc.) that makes the ship military. As a tradeoff, perhaps we could make these modules super-effective, giving twice or three times the commander's bonus to the ship... but even then, I suspect that you'll not find many takers - but it would be a choice!
Title: Re: Suggestions Thread for v2.4.0
Post by: Louella on February 20, 2024, 01:47:27 PM
I previously mentioned that I would like additional officer positions, because I was coming at that argument from an immersion & consistency perspective. Consistency being a uniform "captain applies half bonus, specialist provides full bonus" across all commander bonuses. Immersion being that more positions leads to more varied & detailed careers for officer characters.

That said, I can appreciate how the gameplay effects, and decision-making qualities, mean that some things would always be used, because there are few reasons not to.

Plus, since not every officer rank is explicitly modelled, many positions would be held by junior officers, below the game's level of abstraction.
i.e. the lowest rank for naval officers is Lieutenant-Commander. A cargo ship might conceivably have a loadmaster, but that might only be a role for a Lieutenant, which would be one of the unnamed "junior officers" ingame. And even on a large cargo ship, is the loadmaster a senior enough position that it would be a billet for a Lt.Cmdr ?

That said, I think there are a couple slots where there is room for meaningful decisions.

The Diplomacy module, to make a ship a diplomatic one, is 500t, and means the ship requires a Captain, rather than Cmdr or Lt.Cmdr.
With this required rank increase, there's a possibility I feel, to appoint a xenolinguist to the diplomatic ship, to provide a bonus to diplomatic effectiveness and/or efforts at translation.
So a diplomatic ship would have two officers - the Captain (using their Diplomacy bonus), and the Xenolinguist (using their Communications? bonus [I'm not entirely sure what the Communications bonus actually does])
There might even be a case to have a dedicated Ambassador, (using their diplomacy bonus), with an even larger "Embassy" module. (10x the size of the DIP module maybe).
Since pure diplomatic ships are fairly small (even my jump-capable ones are only 5000t), then there's a bit more of a decision on whether or not to include modules that would increase their size.


The ELINT module is another one where I think there might be a meaningful decision to be made.
One of the ships that I was using in my game, was a cruiser which had an ELINT module on it. It wasn't the ships main role, it was a frontline warship that also happened to be capable of gathering ELINT.
Now then, with ELINT modules coming in at 500t, then... another module with an intelligence analyst officer might be a meaningful decision to make.
It'd be a straightforward decision to put one of those on a dedicated intelligence gathering ship, which would carry multiple ELINT modules anyway.
But on ships like my cruisers... do I want to spend a couple hundred tons to make it slightly better at ELINT whilst still being a standard combatant ship ? Do I want to use that tonnage on another CIWS instead ?
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on February 20, 2024, 01:53:23 PM
That said, I think there are a couple slots where there is room for meaningful decisions.

The Diplomacy module, to make a ship a diplomatic one, is 500t, and means the ship requires a Captain, rather than Cmdr or Lt.Cmdr.
With this required rank increase, there's a possibility I feel, to appoint a xenolinguist to the diplomatic ship, to provide a bonus to diplomatic effectiveness and/or efforts at translation.
So a diplomatic ship would have two officers - the Captain (using their Diplomacy bonus), and the Xenolinguist (using their Communications? bonus [I'm not entirely sure what the Communications bonus actually does])
There might even be a case to have a dedicated Ambassador, (using their diplomacy bonus), with an even larger "Embassy" module. (10x the size of the DIP module maybe).
Since pure diplomatic ships are fairly small (even my jump-capable ones are only 5000t), then there's a bit more of a decision on whether or not to include modules that would increase their size.


The ELINT module is another one where I think there might be a meaningful decision to be made.
One of the ships that I was using in my game, was a cruiser which had an ELINT module on it. It wasn't the ships main role, it was a frontline warship that also happened to be capable of gathering ELINT.
Now then, with ELINT modules coming in at 500t, then... another module with an intelligence analyst officer might be a meaningful decision to make.
It'd be a straightforward decision to put one of those on a dedicated intelligence gathering ship, which would carry multiple ELINT modules anyway.
But on ships like my cruisers... do I want to spend a couple hundred tons to make it slightly better at ELINT whilst still being a standard combatant ship ? Do I want to use that tonnage on another CIWS instead ?

I think having a general-purpose "Communications/Intelligence Officer" station which gives bonuses to Communications and Intelligence skills would be really great, as these skills are not currently really handled anywhere in the auto-assignment system which means they tend to go unused unless you manually assign officers.
Title: Re: Suggestions Thread for v2.4.0
Post by: Arkrider on February 20, 2024, 02:29:51 PM
Quote from: nuclearslurpee link=topic=13404. msg168760#msg168760 date=1708458803
Quote from: Louella link=topic=13404. msg168759#msg168759 date=1708458447
That said, I think there are a couple slots where there is room for meaningful decisions.

The Diplomacy module, to make a ship a diplomatic one, is 500t, and means the ship requires a Captain, rather than Cmdr or Lt. Cmdr.
With this required rank increase, there's a possibility I feel, to appoint a xenolinguist to the diplomatic ship, to provide a bonus to diplomatic effectiveness and/or efforts at translation.
So a diplomatic ship would have two officers - the Captain (using their Diplomacy bonus), and the Xenolinguist (using their Communications? bonus [I'm not entirely sure what the Communications bonus actually does])
There might even be a case to have a dedicated Ambassador, (using their diplomacy bonus), with an even larger "Embassy" module.  (10x the size of the DIP module maybe).
Since pure diplomatic ships are fairly small (even my jump-capable ones are only 5000t), then there's a bit more of a decision on whether or not to include modules that would increase their size.


The ELINT module is another one where I think there might be a meaningful decision to be made.
One of the ships that I was using in my game, was a cruiser which had an ELINT module on it.  It wasn't the ships main role, it was a frontline warship that also happened to be capable of gathering ELINT.
Now then, with ELINT modules coming in at 500t, then. . .  another module with an intelligence analyst officer might be a meaningful decision to make.
It'd be a straightforward decision to put one of those on a dedicated intelligence gathering ship, which would carry multiple ELINT modules anyway.
But on ships like my cruisers. . .  do I want to spend a couple hundred tons to make it slightly better at ELINT whilst still being a standard combatant ship ? Do I want to use that tonnage on another CIWS instead ?

I think having a general-purpose "Communications/Intelligence Officer" station which gives bonuses to Communications and Intelligence skills would be really great, as these skills are not currently really handled anywhere in the auto-assignment system which means they tend to go unused unless you manually assign officers.

I'll +1 this, but add that I wished the admin structure handled communications/diplomacy hand downs as well.  What I do is have one fleet admin designated as "State Department," and put diplomacy ships and, because it's pretty bare bones with just those, I put my orbital habitats there.

Speaking of those, the diplomacy bonus might be argued to be relevant to commanders of those habitats; maybe for something like restlessness? It would give them something to do besides the important but comparatively rare task of keeping aliens happy.

Similarly, Comms might be useful for civilian shipping somehow? A complicated insert would be something like good Communications officers allowing civilian shipping stopped there to plan and reach further out stations (with some use cases built in that ends up with trade stations with good Comms officers being a major boni to civilian trade income) or a simple add instead may just be a flat minor tax bonus on a roll if a 'Customs office' with a good comms officer is present somehow.

I mean, to my knowledge Communications only helps in translation, and then is forever more a useless trait.  Unless I'm missing something? Seems like it'd be better for it to have a job somewhere else as well.
Title: Re: Suggestions Thread for v2.4.0
Post by: Louella on February 20, 2024, 02:37:59 PM
I think having a general-purpose "Communications/Intelligence Officer" station which gives bonuses to Communications and Intelligence skills would be really great, as these skills are not currently really handled anywhere in the auto-assignment system which means they tend to go unused unless you manually assign officers.

I'm not sure what the "Communications" skill even does. Old wiki pages suggest that it helps with fleet-wide orders.
If that's still the case, then a "communications officer" station, that helped with fleet commands such as selecting appropriate targets when on "Fleet fire at will" orders, or with "Synchronised Fire" orders, might be good.
There's a decision there about spending tonnage to make fleets more co-ordinated, without it being a no-brainer module for all warships, since you'd still have smaller warships that couldn't afford the tonnage, and solo warships that have no use for that bonus.


You can make an "Intelligence Ship" which then uses the intelligence bonus for auto assignment, but... if the ship has anything else on it, that overrides it, and there's no way to make a ship's ELINT modules more effective. An "intel Officer" station would help with that.
i.e. ship with only ELINT modules on it = intelligence ship = auto-assignment picks commander using the "intelligence" skill.
ship with ELINT modules and any kind of weapon on it = warship = intelligence skill is irrelevant to auto-assignment for that ship.

Which means unless you build dedicated intelligence ships, the "intelligence skill" is almost never used.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on February 20, 2024, 02:45:10 PM
I'm not sure what the "Communications" skill even does. Old wiki pages suggest that it helps with fleet-wide orders.

It helps when establishing communications with a new alien race, but that's all it does sadly.
Title: Re: Suggestions Thread for v2.4.0
Post by: Garfunkel on February 20, 2024, 06:31:27 PM
But if it's really too overpowered, there are answers for that besides "nah, it's a no-brainer. "
Ah sorry friend, I did not mean to claim that your proposal is stupid or that you are stupid. I meant it as a "no-brainer design decision", as in, it's not a decision at all because as nuclearslurpee explained, it would always be added. In which case it might as well be automatic like the Bridge is.

And if you have too many officers, try running fighters and carriers, you'll run out of officers quick :P

One way to solve this issue would be by separating civilian and military commanders. I mean, generally it isn't the military officers running oil drilling platforms or mining excavations or planning logistics networks, though of course many veterans end up employed by companies in these fields. I'd love to have separate military and civilian admin systems and leaders - for example most players end up with a massive surplus of administrators unless you really go hard on creating little mining colonies everywhere. I'd love to have them run industrial and logistics admin commands - 'State owned corporations' - in addition to being governors of colonies and sectors. This would also help with the lack of leadership position between a colony and a sector, which has been asked quite a few times.

If there were separate civilian leaders/managers/specialists, it would make sense to have industrial leadership modules to add to commercial ships and the decision there would be whether you have invested enough in the leadership pipeline so that you have sufficient numbers of trained specialists to fill out all these roles, or whether you run 'poor leadership' ships & stations. Granted, somewhat minor decision but at least one that would require long-term planning.
Title: Re: Suggestions Thread for v2.4.0
Post by: Kiero on February 21, 2024, 01:59:33 AM
- An ability to take prisoners from a colony and transfer them to another.
- A facility that can convert prisoners to colonists or the ability to use prisoners to create forced labour camps and convert them back to prisoners or colonists of a particular race.
- A civilian administrative organization (similar to a naval organization) for RP purposes.
Title: Re: Suggestions Thread for v2.4.0
Post by: Ush213 on February 21, 2024, 05:27:54 AM


And if you have too many officers, try running fighters and carriers, you'll run out of officers quick :P

One way to solve this issue would be by separating civilian and military commanders. I mean, generally it isn't the military officers running oil drilling platforms or mining excavations or planning logistics networks, though of course many veterans end up employed by companies in these fields. I'd love to have separate military and civilian admin systems and leaders - for example most players end up with a massive surplus of administrators unless you really go hard on creating little mining colonies everywhere. I'd love to have them run industrial and logistics admin commands - 'State owned corporations' - in addition to being governors of colonies and sectors. This would also help with the lack of leadership position between a colony and a sector, which has been asked quite a few times.

If there were separate civilian leaders/managers/specialists, it would make sense to have industrial leadership modules to add to commercial ships and the decision there would be whether you have invested enough in the leadership pipeline so that you have sufficient numbers of trained specialists to fill out all these roles, or whether you run 'poor leadership' ships & stations. Granted, somewhat minor decision but at least one that would require long-term planning.


Expanding the Mil academies functions to add more slots for officers and admins would be a cool way to eat up unused admins, I make sure to have academies on each of my population centers.
RP wise I really like seeing the captains of my ships are from Mars, Nova Prime or Sirius. Etc instead of them all just being from Earth.

Game wise the leader spawning mechanic is good but if there was more to this is would add more useful roles to fill.
You could have a second slot for new leader generation so one for Mil and one for Admin, then after that the remaining just give bonus to different parts of the colony.
Maybe standard stuff like mining or wealth creation. But personally id like to see other benefits as those bonuses are already handled by Govs and Sector Govs. Or maybe the other slots will have some fixed bonuses for the colonies.

I am one of those people who assign Govs to all of my mining colonies. I really like the leader training and their assignment history and take the time to assign a good mix of skills to all the colonies. I also add every command module that fits the ship class I'm building and have as many officers assigned to a ships as possible.

Its mostly for RP/training reason. I understand adding more ship modules wouldn't create any more decisions but maybe as a counter point. More inbuilt modules like the bridge could be added creating more officer roles. It wouldn't be a decision it would just the default. Maybe based off tonnage like bridges are now. More tonnage more roles (that make sense). Id be happy with that,
Currently It feels unrealistic that without c&c modules there is only one officer aboard, at least for me anyway and thats why i add the modules.

For larger ships there could even be admin roles like ship councilor (Star Trek TNG) or something.
Then ultimately a players poor officer recruitment decisions or bad war planning will hurt them in the long run with officer numbers. but also all the extra positions will mean there is a healthy level of skill and ranks.
Title: Re: Suggestions Thread for v2.4.0
Post by: Kiero on February 22, 2024, 12:46:20 PM
An ability to rename ground forces organization nodes  ;)
Title: Re: Suggestions Thread for v2.4.0
Post by: pedter on February 25, 2024, 12:45:29 AM
A two-fold suggestion for the Class Design window, specifically sorting within the Ships in Class tab:
- The sort buttons are not in the same order vertically as the data columns are horizontally; it would be much smoother to locate the preferred sort method if they used the same order.
- The tab lacks a way to sort by Ammo or MSP; finding the ships that need to come home early due to poor maintenance RNG or lack of ammo would be much easier with those sort methods.
Title: Re: Suggestions Thread for v2.4.0
Post by: AlStar on February 27, 2024, 11:51:41 AM
Just a bit of fluff: if we could specify that an awarded honor is a medal rather than a ribbon - like the little awards under our usernames on the forums here.

I'd imagine that any medal would go to a separate part of the commander's page - maybe center-aligned, since the ribbons currently show up on the left side?

Edit: Since I don't want to double-post, here's another.

As far as I know, currently jump points currently only appear around the primary star in a system. I think it would be neat if there were possible JPs around every star in a system. That would make binary and trinary systems natural 'gateway' systems, since they'd have 2x or 3x as many nodes.
Title: Re: Suggestions Thread for v2.4.0
Post by: Silvarelion on March 01, 2024, 06:36:25 AM
Just a quick suggestion: Could there be logic implemented for civilian movement of colonists, similar to civilian installation movements?  ie, could the UI on the Civilian/Flags tab include a target population, for supply or demand, after which the population is set to stable? 

Just had my civilians completely drain one of my mining colonies of settlers.  Kind of frustrating when I still want people there, just not as many as I had.

Thank you! 

Hope you are enjoying the travel life, Steve!
Title: Re: Suggestions Thread for v2.4.0
Post by: paolot on March 01, 2024, 04:52:14 PM
Again with Civilian/Flags: could civilians produce all kind of installations, not only the Infrastructures?
I would like I can buy everything from them, not only their minerals, so I can have their help to let grow faster my colonies.
To build the installations I request, they could use some of the minerals they mine from their bodies in a system, and then sell the goods to me at higher prices than the minerals. So, they can earn some money, while I should be careful in the purchase to avoid to overspend.
There could also be some trade (or exchange) between the different corporations to obtain the goods they haven't and build what I ask.
Title: Re: Suggestions Thread for v2.4.0
Post by: AlStar on March 02, 2024, 08:54:22 PM
As a possible alternative to one of my earlier suggestions (being able to sort the minerals window by total accessibility), I would also be amenable to the ability to export/copy the text in that window.

I can more-or-less brute-force that functionality by OCR'ing screenshots of the window, but that's obviously not ideal.
Title: Re: Suggestions Thread for v2.4.0
Post by: Droll on March 02, 2024, 10:00:53 PM
The ability to SM create NPR minor races, right now it seems like when creating a new race through the system screen, the moment I tick NPR, the option for neutral race gets blocked. Interestingly trying to just create a neutral race results in all of the installations and stockpiles all default to 0.

Edit: How do you tell in the DB if a race is minor? On further inspection I now see that its got nothing to do with a race being marked neutral.
Title: Re: Suggestions Thread for v2.4.0
Post by: vorpal+5 on March 03, 2024, 04:58:49 AM
A very minor request, split the "Commander Health" message category into "Commander dying" and the rest ... so we can color them differently.
Title: Re: Suggestions Thread for v2.4.0
Post by: DawnMachine on March 03, 2024, 05:30:37 AM
Perhaps it has already been suggested. A "Modify" button is required in the GU Training tab
Title: Re: Suggestions Thread for v2.4.0
Post by: Garfunkel on March 03, 2024, 08:17:25 AM
The ability to SM create NPR minor races, right now it seems like when creating a new race through the system screen, the moment I tick NPR, the option for neutral race gets blocked. Interestingly trying to just create a neutral race results in all of the installations and stockpiles all default to 0.
Neutral and minor are two different things.

Neutral race is a completely passive population, usually on the same body as the actual player race. It exists to simulate non-aligned countries in multi-faction game and allows all active factions to utilize that population to simulate immigration to bring in extra colonists as needed. Neutral race has no AI code, cannot have any installations and will never do anything except grow its population.

Minor race is an alien race that is created when a player race enters a system, just like a normal NPR and it will grow and expand like a normal NPR, but it will never leave its home system. It exists to create an option between a full-blown NPR and a low-tech/conventional 'NPR' which will not do research or build industry - this last option exists to simulate low-tech alien populations that can be civilized through the power of superior firepower.
Title: Re: Suggestions Thread for v2.4.0
Post by: Droll on March 03, 2024, 08:47:53 AM
The ability to SM create NPR minor races, right now it seems like when creating a new race through the system screen, the moment I tick NPR, the option for neutral race gets blocked. Interestingly trying to just create a neutral race results in all of the installations and stockpiles all default to 0.
Neutral and minor are two different things.

Neutral race is a completely passive population, usually on the same body as the actual player race. It exists to simulate non-aligned countries in multi-faction game and allows all active factions to utilize that population to simulate immigration to bring in extra colonists as needed. Neutral race has no AI code, cannot have any installations and will never do anything except grow its population.

Minor race is an alien race that is created when a player race enters a system, just like a normal NPR and it will grow and expand like a normal NPR, but it will never leave its home system. It exists to create an option between a full-blown NPR and a low-tech/conventional 'NPR' which will not do research or build industry - this last option exists to simulate low-tech alien populations that can be civilized through the power of superior firepower.

Yeah I realize that now, my suggestion still stands though, as there doesn't really seem to be a flag I can see (not on the GUI nor on the DB) to designate an SM created race as a minor NPR.
Title: Re: Suggestions Thread for v2.4.0
Post by: Migi on March 03, 2024, 09:48:41 AM
Just a quick suggestion: Could there be logic implemented for civilian movement of colonists, similar to civilian installation movements?  ie, could the UI on the Civilian/Flags tab include a target population, for supply or demand, after which the population is set to stable? 

Just had my civilians completely drain one of my mining colonies of settlers.  Kind of frustrating when I still want people there, just not as many as I had.

Thank you! 

Hope you are enjoying the travel life, Steve!

I think what you want is already implemented.
In the economics window, under the civilian/flags tab, at the top there are 3 radio buttons.
Stable or destination should prevent civilians from taking colonists (although I expect it will not change currently assigned orders).
When a colony is created, it is set as a destination. I think there is a population level (probably 10 million) where the setting is automatically changed from a destination to source, it sounds like that changeover affected your colony.

As a possible alternative to one of my earlier suggestions (being able to sort the minerals window by total accessibility), I would also be amenable to the ability to export/copy the text in that window.

I can more-or-less brute-force that functionality by OCR'ing screenshots of the window, but that's obviously not ideal.

On a system by system level, you can get the mineral deposits in text form.
In the main window, in the left hand box, there is a tab called "Min Text", which has the body, mineral, and accessibility for the present system.
You can copy and paste the contents into a text file or spreadsheet.
Title: Re: Suggestions Thread for v2.4.0
Post by: RagnarVaren on March 04, 2024, 03:14:35 PM
Please add another check for civilian colony pick up after arriving at the source colony. 45 years into my game and the excessive amount of civilian colony ships means that the civilians can easily pick up all 30 million colonists in a colony and then I'm stuck for days dealing with "Pickup Failed" events since there aren't anymore colonists on the colony. 
Title: Re: Suggestions Thread for v2.4.0
Post by: xenoscepter on March 04, 2024, 09:00:06 PM
It is currently impossible to make a turret in a multiple of five.

Could we get a quintuple turret option?
Title: Re: Suggestions Thread for v2.4.0
Post by: Silvarelion on March 05, 2024, 07:50:22 AM
Just a quick suggestion: Could there be logic implemented for civilian movement of colonists, similar to civilian installation movements?  ie, could the UI on the Civilian/Flags tab include a target population, for supply or demand, after which the population is set to stable? 

Just had my civilians completely drain one of my mining colonies of settlers.  Kind of frustrating when I still want people there, just not as many as I had.

Thank you! 

Hope you are enjoying the travel life, Steve!

I think what you want is already implemented.
In the economics window, under the civilian/flags tab, at the top there are 3 radio buttons.
Stable or destination should prevent civilians from taking colonists (although I expect it will not change currently assigned orders).
When a colony is created, it is set as a destination. I think there is a population level (probably 10 million) where the setting is automatically changed from a destination to source, it sounds like that changeover affected your colony.

Well aware of this functionality.  The problem is when I want to bring the population up from 50 M to 60 M, for example.  Or if I want 10 M colonists picked up, but no more.  Right now, I can have a full blown industrial colony have all 50 M population set to "Source", wanting to move the extra 5 M pop that's there, and the whole 50 M pop will be resettled very quickly when there are too many civvies.  It would be awesome to have something a little more granular than what is already available.
Title: Re: Suggestions Thread for v2.4.0
Post by: Laurence on March 05, 2024, 11:24:43 AM
Just a quick suggestion: Could there be logic implemented for civilian movement of colonists, similar to civilian installation movements?  ie, could the UI on the Civilian/Flags tab include a target population, for supply or demand, after which the population is set to stable? 

Just had my civilians completely drain one of my mining colonies of settlers.  Kind of frustrating when I still want people there, just not as many as I had.

Thank you! 

Hope you are enjoying the travel life, Steve!

I think what you want is already implemented.
In the economics window, under the civilian/flags tab, at the top there are 3 radio buttons.
Stable or destination should prevent civilians from taking colonists (although I expect it will not change currently assigned orders).
When a colony is created, it is set as a destination. I think there is a population level (probably 10 million) where the setting is automatically changed from a destination to source, it sounds like that changeover affected your colony.

Well aware of this functionality.  The problem is when I want to bring the population up from 50 M to 60 M, for example.  Or if I want 10 M colonists picked up, but no more.  Right now, I can have a full blown industrial colony have all 50 M population set to "Source", wanting to move the extra 5 M pop that's there, and the whole 50 M pop will be resettled very quickly when there are too many civvies.  It would be awesome to have something a little more granular than what is already available.

Maybe a reserve level for population would work?
Title: Re: Suggestions Thread for v2.4.0
Post by: AlStar on March 05, 2024, 08:56:43 PM
Currently, when a body runs out of minerals, it'll throw a message "Deposits of X have been exhausted on [BODY]", which is great, if the colony on whatever body that just ran out of something's name hasn't been changed (either because it's a civilian mining operation or because you like naming things). If Ross 128's Asteroid #77 is actually called Bob's Mining Consortium, it can be a bit of a pain to locate.

My suggestion would be to change the message to "Deposits of X have been exhausted on [BODY] / [COLONY NAME]", and , in the possible situation where there's multiple colonies on a single body, have additional " / [COLONY NAME#2]", etc.
Title: Re: Suggestions Thread for v2.4.0
Post by: AlStar on March 06, 2024, 06:26:43 PM
As a possible alternative to one of my earlier suggestions (being able to sort the minerals window by total accessibility), I would also be amenable to the ability to export/copy the text in that window.

I can more-or-less brute-force that functionality by OCR'ing screenshots of the window, but that's obviously not ideal.

On a system by system level, you can get the mineral deposits in text form.
In the main window, in the left hand box, there is a tab called "Min Text", which has the body, mineral, and accessibility for the present system.
You can copy and paste the contents into a text file or spreadsheet.
In case anyone was curious: this works, but actually getting the text into something that Excel can work with was rather a pain - nearly as much as the OCR route, although without the worries of incorrect characters (and with the bonus of getting an entire system in one shot, rather than 42 planets at a time).

I ended up breaking the mineral amounts and accessibility out into their own rows, then manually dragging down the name of each stellar body and combining that with the mineral name - so on each column I ended up with (for example) "Asteroid #100Sorium","3,025","1". After I finally got that working, it was a short VLOOKUP to populate my chart.

TL;DR: Being able to just export the entire Minerals window remains on my wishlist.
Title: Re: Suggestions Thread for v2.4.0
Post by: paolot on March 07, 2024, 05:06:45 PM
In the Galactic Map, in the Overview tab, it would be nice to have also information about the Lagrange Points in the selected system: at least the number of them in the summary of the system bodies, and hopefully their positions in the mini system map, together with the JPs.
Title: Re: Suggestions Thread for v2.4.0
Post by: Kiero on March 08, 2024, 03:11:28 AM
Ability to delete prototypes tech (P) from Ship Design Window.
Title: Re: Suggestions Thread for v2.4.0
Post by: RagnarVaren on March 08, 2024, 07:40:03 AM
Ability to delete prototypes tech (P) from Ship Design Window.

You can either set them to be obsolete or if you create a research project for them you can then delete them from the research tab.
Title: Re: Suggestions Thread for v2.4.0
Post by: Kiero on March 09, 2024, 12:40:10 PM
Ability to delete prototypes tech (P) from Ship Design Window.

You can either set them to be obsolete or if you create a research project for them you can then delete them from the research tab.

That is the reason behind the suggestion.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on March 09, 2024, 01:10:23 PM
Ability to delete prototypes tech (P) from Ship Design Window.

You can either set them to be obsolete or if you create a research project for them you can then delete them from the research tab.

That is the reason behind the suggestion.

Prototypes can also be deleted in the Research window if you check the radio button for Completed projects.

However this is an annoying and unintuitive way to do it, so I would rather have a way to get rid of prototypes from the ship design window without having to mark as Obsolete and clutter the components list in the DB or when inspecting obsolete components.
Title: Re: Suggestions Thread for v2.4.0
Post by: Kiero on March 13, 2024, 05:02:13 AM
Since Genetic Modification Centres are now working, it might be useful to define the Species of Commanders and Ground Formations?

Genetic Wars....  ;D
Title: Re: Suggestions Thread for v2.4.0
Post by: paolot on March 17, 2024, 11:19:16 AM
Don't know if already suggested.
In the Galactic Map, it would be nice to see where the ground units are.
Thanks!
Title: Re: Suggestions Thread for v2.4.0
Post by: Oafsalot on March 19, 2024, 05:14:57 AM
I'm sure this one has been brought up a few times by now -

We need a way to search and locate Systems on the Galactic map. I have 150 systems, it can sometimes take a while to track down a system by name alone. Often I have to take several passes at the galaxy to find one system. Maybe also interface with the Mineral Survey Window and snap to a system on double click.
Title: Re: Suggestions Thread for v2.4.0
Post by: pedter on March 19, 2024, 04:17:00 PM
I'm sure this one has been brought up a few times by now -

We need a way to search and locate Systems on the Galactic map. I have 150 systems, it can sometimes take a while to track down a system by name alone. Often I have to take several passes at the galaxy to find one system. Maybe also interface with the Mineral Survey Window and snap to a system on double click.

361 systems and climbing reporting in; I'll echo this suggestion but also add my own: bringing back zooming in/out on the galaxy map (it existed for VB6) would be amazing.
Title: Re: Suggestions Thread for v2.4.0
Post by: Droll on March 19, 2024, 05:50:49 PM
I'm sure this one has been brought up a few times by now -

We need a way to search and locate Systems on the Galactic map. I have 150 systems, it can sometimes take a while to track down a system by name alone. Often I have to take several passes at the galaxy to find one system. Maybe also interface with the Mineral Survey Window and snap to a system on double click.

361 systems and climbing reporting in; I'll echo this suggestion but also add my own: bringing back zooming in/out on the galaxy map (it existed for VB6) would be amazing.

This would also be worthwhile for the "Autoroute" checkbox on the ship movement screen. It would be nice to be able to just type the name of the system I want the fleet to go to.
Title: Re: Suggestions Thread for v2.4.0
Post by: vorpal+5 on March 20, 2024, 08:01:00 AM
A display option where civilian ships are shown only as blue dots, no writing at all, so we still get a feeling of a live universe, without much clutter.
Title: Re: Suggestions Thread for v2.4.0
Post by: pedter on March 20, 2024, 08:12:53 PM
I'm sure this one has been brought up a few times by now -

We need a way to search and locate Systems on the Galactic map. I have 150 systems, it can sometimes take a while to track down a system by name alone. Often I have to take several passes at the galaxy to find one system. Maybe also interface with the Mineral Survey Window and snap to a system on double click.

361 systems and climbing reporting in; I'll echo this suggestion but also add my own: bringing back zooming in/out on the galaxy map (it existed for VB6) would be amazing.

This would also be worthwhile for the "Autoroute" checkbox on the ship movement screen. It would be nice to be able to just type the name of the system I want the fleet to go to.

You can actually sort of do this already: if you check "autoroute" then click into the box with the list of systems (it needs to be the section in focus) and start typing, the list jumps to the first system that matches the order of the characters you type. It's not a search box so has no real feedback for the user (nor does it announce that it can do so in the first place)

More importantly, adding a suggestion: autoroute currently selects the shortest route by jumps instead of the shortest route by distance and travel time; this results in some hilariously bad autoroutes. I have a black hole in my main pipeline that if I manually add two extra jumps to enter the black hole via a different jump point I can shave dozens of billions of kilometers (6-8 weeks at 5,000km/s) off the distance and travel time. Exhibit A:

Earth to Beta Antliae in-gate:
Autoroute: 5 jumps, 48.9bkm, 113 days at 5,000km/s
Manually via Proxima Centauri: 7 jumps, 25.0bkm, 58 days at 5,000km/s
Changes: +2 jumps, -23.9bkm, -55 days (-48.7% distance and travel time)
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on March 20, 2024, 09:58:47 PM
More importantly, adding a suggestion: autoroute currently selects the shortest route by jumps instead of the shortest route by distance and travel time; this results in some hilariously bad autoroutes. I have a black hole in my main pipeline that if I manually add two extra jumps to enter the black hole via a different jump point I can shave dozens of billions of kilometers (6-8 weeks at 5,000km/s) off the distance and travel time. Exhibit A:

Steve has said in the past he won't change this as it adds too much complication for his tastes (pathfinding for one thing, but also dealing with things like Lagrange points). In I think v1.13 or 2.0, he did add the ability to restrict jump points so they won't be used for auto-routing because of these situations.
Title: Re: Suggestions Thread for v2.4.0
Post by: Sparkles546 on March 22, 2024, 08:37:20 AM
A target population option on the colony page where you set whether it's a source of colonist or not, or whether it stays stable.  Idea is when you select "destination of colonists", you can put in a target amount which when reached automatically swaps the status over to stable.  Could also put this box under the "source of colonists" option, with the number being a minimum population that when the colony reaches will swap the selection to stable again.  Would help avoid the issue of accidentally emptying earth or your bigger colonies when settling new planets with big population caps.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on March 24, 2024, 12:30:03 AM
Several suggestions related to the logistical Hub modules:

1) Reduce costs and sizes of Refuelling Hub and Ordnance Transfer Hub.

Currently, the costs and sizes of the Hub modules are ridiculously out of proportion to their benefits. The Refuelling Hub is 200 times as large, and 240 times as costly, as the basic 50,000 LPH Refuelling System, and the Ordnance Transfer Hub is similarly out of proportion with respect to the Ordnance Transfer System. Unless players are regularly trying to refuel or reload ~200 ships at once, there is no way these systems are worth their costs outside of a very narrow use case where a very large fleet must be refueled in a very big hurry, and even then it is probably more cost-effective to have a fleet of numerous small-to-medium tankers with regular Refuelling/Ordnance Transfer Systems.

If the size is desired to remain the same to limit these modules to space stations only (but why?), then the cost should still be reduced to make these kinds of stations economically feasible.

I currently reduce the size and cost of both Hubs by a factor of 10 and this at least makes them usable, if not necessarily economical.

2) Introduce a Cargo Shuttle Hub component.

This is a minor thing, but it would be neat to have a hub module for MSP transfer/resupply to match refueling and reloading. Could also be useful at DSPs for inter-ship cargo transfer hub stations.

3) Allow "Refuel at Refuelling Hub" conditional orders to function with Refuelling Systems.

The main motivation here is to enable smoother automation of survey ships. Survey ships are, I would guess, the primary users of the refueling conditional orders, and they usually operate individually, so it is silly that we cannot simply position a tanker at a suitable position in space to handle this. If suggestion (1) is taken the problem becomes less drastic, but it is still IMO very silly and even requiring a 10,000 ton module for tankers that are ~45,000 tons is not practical.

4) Allow Hubs to function like their associated smaller systems and transfer materials to colonies.

Per this comment. (http://aurora2.pentarch.org/index.php?topic=13492.msg168935#msg168935) Again, it is a rather silly limitation, albeit easy enough to work around for the cost of +10 BP and +500 tons on an already large vessel, so admittedly this one is not very urgent.
Title: Re: Suggestions Thread for v2.4.0
Post by: bean on March 24, 2024, 10:48:11 AM
Drawing on my recent analysis of the missile changes (http://aurora2.pentarch.org/index.php?topic=13521.0), I think there's some room to tweak how the new EW system (which I like quite a lot on the whole) works.  Specifically, as of right now, if the levels of systems are equal, one or the other is completely useless, and that seems kind of weird.  For beams, sensors and missile hit probability, there is no difference between having ECM at the same level as the ECCM and having no ECM at all, which somewhat disincentivizes the use of ECM.  For decoys of both kinds, there's no difference between having ECCM at the same level as the ECM and having no ECCM, which seems even weirder.  Level 5 decoys are just as effective against a level 5 ECCM as level 10 decoys are against a system without any ECCM?  If nothing else, this strongly disincentivizes putting ECCM on AMMs, because you are wasting space if the target either has no decoys or has decoys of equal or greater level.

My basic suggestion is to have equal levels fall in the middle of effectiveness.  Say, give jammers a +1 to effective level, so an even ECM vs ECCM shows 80% of normal performance.  It's an edge to ECM, but not an overwhelming one.  For decoys, instead of capping effectiveness if ECM has an edge, why not let it keep having a bigger edge?  Or if that's too much, change the benchmark for full performance from equal levels to a level or two of ECM overmatch.  So maybe if you're shooting 5 ECM decoys vs 5 ECCM, each decoy looks like size 3 instead of size 5.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on March 24, 2024, 07:48:41 PM
My basic suggestion is to have equal levels fall in the middle of effectiveness.  Say, give jammers a +1 to effective level, so an even ECM vs ECCM shows 80% of normal performance.  It's an edge to ECM, but not an overwhelming one.  For decoys, instead of capping effectiveness if ECM has an edge, why not let it keep having a bigger edge?  Or if that's too much, change the benchmark for full performance from equal levels to a level or two of ECM overmatch.  So maybe if you're shooting 5 ECM decoys vs 5 ECCM, each decoy looks like size 3 instead of size 5.

I do generally agree that the ECM/ECCM calculations could use a bit more nuance. I also think how to achieve that nuance is trickier than it seems. One simple change could be to leverage research costs to generate a "pseudo-balance" in ECM vs ECCM at the strategic level.

To wit: currently, ECCM costs twice as much as ECM for a given level, e.g., ECM-1 (2) costs 2500 (5000) RP while ECCM-1 (2) costs 5000 (10000) RP. While this doesn't solve all of the mathematical consistency issues discussed above and in previous suggestions, it does in principle create a strategic-level situation in which there is an advantage to having ECM since the ECCM of the same level is more expensive to research.

The catch is that this doesn't currently work out in practice, because we have three tech lines for ECM but only one for ECCM (not counting some of the techs in the Missile category, which alter some of the numbers but don't change the main point I'm making). So developing a complete set of level-1 (2) ECM capabilities costs 7500 (15000) RP which is more than the total RP cost for the same level of ECCM, so ECCM actually becomes more economical than ECM of the same level - which I don't think is the desired result.

So a suggestion to maintain a strategic balance where ECM is valuable is to have one corresponding ECCM line per ECM line. So Missile Jammer ECM is countered by a Missile ECCM line, Sensor Jammer ECM is countered by a Sensor ECCM line, and Fire Control Jammer ECM is countered by a Fire Control ECCM line.

Again, this doesn't address the mathematical consistency issues, but it may be a simpler change which creates much of the desired effect in practice. Then Steve and the good math nerds of this forum can hash out the other problems at a leisurely pace.
Title: Re: Suggestions Thread for v2.4.0
Post by: vorpal+5 on March 25, 2024, 03:12:08 AM
A request: when producing ground units, instead of having a hidden counter that the game uses to determine what numeral to use, expose it as an edit field. For example, if I build 16 construction brigades but then update them to a better model, the game will restart at 1st while I want it to continue to 17th. With an edit field, we could change that.
Title: Re: Suggestions Thread for v2.4.0
Post by: bean on March 25, 2024, 08:04:27 AM
My basic suggestion is to have equal levels fall in the middle of effectiveness.  Say, give jammers a +1 to effective level, so an even ECM vs ECCM shows 80% of normal performance.  It's an edge to ECM, but not an overwhelming one.  For decoys, instead of capping effectiveness if ECM has an edge, why not let it keep having a bigger edge?  Or if that's too much, change the benchmark for full performance from equal levels to a level or two of ECM overmatch.  So maybe if you're shooting 5 ECM decoys vs 5 ECCM, each decoy looks like size 3 instead of size 5.

I do generally agree that the ECM/ECCM calculations could use a bit more nuance. I also think how to achieve that nuance is trickier than it seems. One simple change could be to leverage research costs to generate a "pseudo-balance" in ECM vs ECCM at the strategic level.
Yeah, that would work fine.  If ECCM is actually about twice as expensive as ECM, then it's reasonable to assume that you'll generally have a 1-level advantage in ECM, and the problem goes away, at least for jammers.  I'd still like something else to be done with decoys, because 5 v 5 and 10 v 0 looking the same is kind of absurd.
Title: Re: Suggestions Thread for v2.4.0
Post by: tastythighs on March 27, 2024, 09:56:51 AM
I love miscellaneous components, but currently I find the minimum size far too large
5 tons is a lot when you're trying to minmax your designs against swarm 2 tech tiers ahead of you, and more than that it means fighters can't use misc components, which I'd very much like for them to be able to do.
Title: Re: Suggestions Thread for v2.4.0
Post by: vorpal+5 on March 29, 2024, 02:18:39 AM
That's exactly what I thought! We need 1 ton and 0.1 ton misc components! I actually prefer using them to achieve a rounded weight instead of having a fuel capacity of 213,000 liters ;D

New suggestion:
Do not clear current orders when adding a new Template order batch. This would allow for "modular building" of orders. Say Template 1 is to load 1000 of each mineral on Earth, while Template 2 is to unload all on Ceres, then Mars. Template 1 could then be used for different locations afterward.

And ideally, it would be nice if most orders could include an option to "perform task at current location". Instead of "Load minerals on Earth", it would be "Load minerals at current location", and voilà, Template orders would be significantly more versatile.
Title: Re: Suggestions Thread for v2.4.0
Post by: Garfunkel on March 29, 2024, 01:13:05 PM
That's exactly what I thought! We need 1 ton and 0.1 ton misc components! I actually prefer using them to achieve a rounded weight instead of having a fuel capacity of 213,000 liters ;D

New suggestion:
Do not clear current orders when adding a new Template order batch. This would allow for "modular building" of orders. Say Template 1 is to load 1000 of each mineral on Earth, while Template 2 is to unload all on Ceres, then Mars. Template 1 could then be used for different locations afterward.

And ideally, it would be nice if most orders could include an option to "perform task at current location". Instead of "Load minerals on Earth", it would be "Load minerals at current location", and voilà, Template orders would be significantly more versatile.
Sorry dude but Steve has shot these sort of suggestions down multiple times in the past. Sure, they work wonders for the experienced user who is very careful but for everyone else, they are a major source of faulty bug reports and frustration because the player messed something up. And Steve does not want to have to code bajillion layers of security-code to prevent players from doing stupid smeg.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on April 01, 2024, 11:34:27 PM
In the Naval Organization window, Ship List tab, we currently have columns showing the percentage of fuel, ammo, and MSP embarked on each ship.

It would be neat to also have a column showing the percentage of ground forces capacity embarked. This would make the ship list a useful way to see which ships if any have understrength boarding companies, or if transports in an invasion fleet have room for one more regiment.
Title: Re: Suggestions Thread for v2.4.0
Post by: paolot on April 02, 2024, 08:16:21 AM
In the Economics window, Shipyard tab, Current Activity column, I think a message should appear when a shipyard is building a ship, like "Building ship(s)" or "Slipway(s) busy".
I feel the "No Activity" caption a bit misleading, in this case, because building a ship IS an activity of a shipyard, and the "0" (zero) in the Avail column is not always apparent.
Title: Re: Suggestions Thread for v2.4.0
Post by: Kaiser on April 04, 2024, 02:38:24 AM
I would like to see random abandoned ships, stations etc. (military or commercials) scattered in the universe with the possibility to bord them and take control.

They would be not wrecks, but actual abandoned ships (or even not abandoned but unable to move due to engine damage), belonging to other NPR, humans, precursors, invaders etc.

To take control of the ship, you would need to actually board them with a marine team (and maybe fight the occupants maybe not) and then tug it to your shipyard.
Title: Re: Suggestions Thread for v2.4.0
Post by: AlStar on April 07, 2024, 01:38:47 PM
In addition to the "Mineral Exhausted" warning that's currently given when a body runs out of something, it would be handy if there was also a "All Minerals Exhausted" warning when all minerals reach 0.

While I realize that it's something of a failure on my part, since I should be checking on my mines; sometimes far-flung automated asteroid mines get forgotten.

And/or if "Mineral Exhausted" also told you "deposits of x have been exhausted on y; z deposits remain."
Title: Re: Suggestions Thread for v2.4.0
Post by: AlStar on April 12, 2024, 07:40:13 AM
I'd love a "create path to system" command for stabilization ships that works the same way as autoroute by system - you pick a system from your full list of discovered systems, then your ship travels to it along a shortest-length path, stabilizing both sides of any JPs it comes across along the way.

(This came to mind when looking at my Survey Sites tab, noting that I couldn't reach some of the sites with my transports, then having to pull up the galactic map and figure out where the heck those systems were.)
Title: Re: Suggestions Thread for v2.4.0
Post by: skoormit on April 18, 2024, 08:55:38 AM
Suggestion: Make it possible to override the interrupt for "Orders Completed" on a per-fleet basis.
Bonus: give the option to override permanently for this fleet, or just for the fleet's current order list.

Vague design thoughts:

On the Movement Orders tab, three radio buttons directly beneath the order list pane:
Stop Automated Turns on Completion (default)
No Stop (one-time)
No Stop (persistent)

In code, at fleet order list completion event, get selected radio value.
For the No Stop options, treat the event type as a non-interrupt.
For the one-time option, also reset the button value to default.

Split fleets should not preserve the setting (I think).

Bonus wrinkle:
Add the button setting to the Order Template object.
Title: Re: Suggestions Thread for v2.4.0
Post by: skoormit on April 18, 2024, 08:59:58 AM
Suggestion: Improve Hangar Decks relative to Boat Bays to justify the 4k RP cost.

The research requires 4000 RP.
The Hangar Deck component has 4x the capacity of the Boat Bay, and has 4x the size, 4x the cost, 4x the crew, and 4x the HTK.
In other words, a Hangar Deck is almost entirely equivalent to 4 Boat Bays.

The only difference is using 4 components at 1 HTK each vs 1 component at 4 HTK.
I guess the latter could provide a terribly slight, terribly situational advantage.
But it hardly seems worth the effort to research.

Simple idea: reduce Hangar Deck crew requirement from 12 to 9.
Title: Re: Suggestions Thread for v2.4.0
Post by: Pedroig on April 18, 2024, 09:08:52 AM
Suggestion: Improve Hangar Decks relative to Boat Bays to justify the 4k RP cost.

The research requires 4000 RP.
The Hangar Deck component has 4x the capacity of the Boat Bay, and has 4x the size, 4x the cost, 4x the crew, and 4x the HTK.
In other words, a Hangar Deck is almost entirely equivalent to 4 Boat Bays.

The only difference is using 4 components at 1 HTK each vs 1 component at 4 HTK.
I guess the latter could provide a terribly slight, terribly situational advantage.
But it hardly seems worth the effort to research.

Simple idea: reduce Hangar Deck crew requirement from 12 to 9.

And/or have Boat Bays and Hanger Decks all in the same tech, like what is done for Troop Transport Tech (including Boarding and Drop Techs)
Title: Re: Suggestions Thread for v2.4.0
Post by: Warer on April 21, 2024, 06:46:46 AM
Reducing cryogenic transport modules capacity by a factor of ten (or some other number) would be an interesting option to slow down expansion, it always feels a little silly just how quickly you can move nearly arbitrary amounts of people to me.
Title: Re: Suggestions Thread for v2.4.0
Post by: Andrew on April 21, 2024, 09:44:39 AM
Reducing cryogenic transport would be really annoying. Instead you could just fit 1/10 the number of cryogenic modules and if you really want the bulk fit some custome components to fill your ship with useless space
Title: Re: Suggestions Thread for v2.4.0
Post by: skoormit on April 21, 2024, 11:23:45 AM
Reducing cryogenic transport modules capacity by a factor of ten (or some other number) would be an interesting option to slow down expansion, it always feels a little silly just how quickly you can move nearly arbitrary amounts of people to me.

Interesting.
Do you mean you can do this quickly from the game start, or do you mean that eventually you can move large amounts quickly?
It takes me decades of constant shipbuilding and shipyard expansion from the start to grow my colony ship fleet enough to merely keep up with the rate of pop growth on the HW.
Maybe after fifty years I have enough pop-moving capacity to really spread the population evenly among the HW and other major colonies.
Is that quickly? It seems a long time to me.
Title: Re: Suggestions Thread for v2.4.0
Post by: Warer on April 21, 2024, 12:19:17 PM
Reducing cryogenic transport modules capacity by a factor of ten (or some other number) would be an interesting option to slow down expansion, it always feels a little silly just how quickly you can move nearly arbitrary amounts of people to me.

Interesting.
Do you mean you can do this quickly from the game start, or do you mean that eventually you can move large amounts quickly?
It takes me decades of constant shipbuilding and shipyard expansion from the start to grow my colony ship fleet enough to merely keep up with the rate of pop growth on the HW.
Maybe after fifty years I have enough pop-moving capacity to really spread the population evenly among the HW and other major colonies.
Is that quickly? It seems a long time to me.
To be fair it's more from a preference point of view than a mechanical one, from a mechanics point of view colonization/population transport mechanics in this game are perfectly fine. I personally just find how quickly you can shift hundreds of millions and then billions of people and think it would interesting if settling the stars was a long drown out process over the course of centuries instead of TN tech get's discovered tomorrow and before I even retire Earth is ghost town type timeline you see in the game.

Also how quickly you can match your homeworlds pop growth rate depends on how distant the colonies your trying to settle are, for example, if you wanted to settle Luna (since colonies get a boosted pop growth rate compared to the Homeworld 9% vs 2%) a single ~100,000ton 250,000-300,000 thousand colonist capacity colony ship can match or even overmatch the pop growth of a HW with 1 billion people.
Title: Re: Suggestions Thread for v2.4.0
Post by: paolot on April 21, 2024, 01:31:26 PM
Reducing cryogenic transport modules capacity by a factor of ten (or some other number) would be an interesting option to slow down expansion, it always feels a little silly just how quickly you can move nearly arbitrary amounts of people to me.

If I understand well what you are asking, imho it depends on the way one builds the ships.
In my current game, I am using one single colony ship, having 3,000 (three thousands) berths capacity, to start the colonies.
Civilian lines do the rest (infrastructures and people), with the only attention, from my side, to supply low gravity infrastructures where needed.
Even more, the controls for the colonists flow in the Civilian tab help a lot to avoid large and fast build up of population.
After 96 years, I have about 5.3 billion of people in 14 worlds in 9 systems. Not so fast, imho.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on April 21, 2024, 03:24:26 PM
Personally (and this is only my own experience/opinion), if I want to slow down colony growth I turn off the civilian shipping lines. This usually has a pretty powerful effect, especially since even if I have a large fleet of people-moving ships I may not have the fuel production to run them at 100% duty cycle.

That said, I like Andrew's suggestion which is better than what I was going to say about modding the conventional cryo units (as modding the normal ones interferes with the NPRs). This is exactly the kind of thing miscellaneous components are for, similar to how we have SM mode to expand beyond what the basic game rules allow in many cases.
Title: Re: Suggestions Thread for v2.4.0
Post by: Garfunkel on April 21, 2024, 10:54:02 PM
Back during the development of C# Aurora, Steve was going make wrecks towable. The idea was to use tugs to move wrecks to a safe location where a salvage station would dismantle them. However, that never happened. I would love to see this become possible - I'm imagining fast tugs rushing into a contested system to snatch up wrecks and your fleet having to guard them as they make their way home. It would also remove the unfortunate problem of running out of cargo holds and thus losing out possibly valuable components - maybe it's just me but I have really hard time calculating how much cargo space salvage ships should have with them. Having a salvage station orbiting a colony, where the components would be immediately stored for dismantling and/or usage, would be great. So if this is code wise feasible without too much a hassle, I'd love to have it as a feature!
Title: Re: Suggestions Thread for v2.4.0
Post by: skoormit on April 25, 2024, 09:43:04 AM
Request for a new fleet order: Begin Overhaul and Join Fleet

I often give ships orders to return to a planet and begin overhaul, and as soon as they arrive and I receive the interrupt event, I manually drag them to a holding fleet.
It would be great if I could do this with a single order and avoid all the extra interrupts and manual fiddling.
Title: Re: Suggestions Thread for v2.4.0
Post by: Garfunkel on April 26, 2024, 05:32:00 AM
Request for a new fleet order: Begin Overhaul and Join Fleet

I often give ships orders to return to a planet and begin overhaul, and as soon as they arrive and I receive the interrupt event, I manually drag them to a holding fleet.
It would be great if I could do this with a single order and avoid all the extra interrupts and manual fiddling.
You can already do this. Give the order for overhaul and add "join fleet" after it.
Title: Re: Suggestions Thread for v2.4.0
Post by: skoormit on April 26, 2024, 11:43:56 AM
Request for a new fleet order: Begin Overhaul and Join Fleet

I often give ships orders to return to a planet and begin overhaul, and as soon as they arrive and I receive the interrupt event, I manually drag them to a holding fleet.
It would be great if I could do this with a single order and avoid all the extra interrupts and manual fiddling.
You can already do this. Give the order for overhaul and add "join fleet" after it.

That will cause the fleet to join the target only after the overhaul is complete.
I want the fleet to join the target immediately upon starting the overhaul.
(I'm trying to reduce fleet list bloat.)
Title: Re: Suggestions Thread for v2.4.0
Post by: ISN on April 27, 2024, 06:46:02 PM
It seems that civilian ships will load colonists from colonies marked as sources even if there are no destinations available. This isn't a big deal normally, but it's somewhat annoying in empires with multiple species: colony ships will fill up with one species, and if they don't have a valid destination they won't be able to carry colonists of a different species. I think it would be better for civilian colony ships to only pick up colonists once they have a valid destination, like civilian freighters.
Title: Re: Suggestions Thread for v2.4.0
Post by: skoormit on April 28, 2024, 06:47:59 AM
It seems that civilian ships will load colonists from colonies marked as sources even if there are no destinations available. This isn't a big deal normally, but it's somewhat annoying in empires with multiple species: colony ships will fill up with one species, and if they don't have a valid destination they won't be able to carry colonists of a different species. I think it would be better for civilian colony ships to only pick up colonists once they have a valid destination, like civilian freighters.

This is a great point.
Though perhaps the behavior should remain as it is now (loading colonists immediately, rather than waiting for a destination) if an empire only has one race.
As soon as an empire is home to two different races, the colony ships should wait to load until they know which race they will need to deliver.
Title: Re: Suggestions Thread for v2.4.0
Post by: vorpal+5 on April 29, 2024, 12:19:06 AM
Add a "Total Fleet Range" feature to display the combined potential travel distance based on the fleet's fuel reserves and individual ship ranges (using as a base the ship with min range), simplifying logistics by eliminating the need to check each ship separately.

This could mirror the current speed display, incorporating the smallest ship's range.
Title: Re: Suggestions Thread for v2.4.0
Post by: KriegsMeister on April 29, 2024, 09:50:27 PM
Yes, I will redo the 'air' component of ground combat at some point, probably by introducing a new ground unit type to represent helicopters / attack aircraft / fighter etc.
A bit late to the party but since you've recently started back up posting AAR's after starting your nomadic life I figured now may be a good time to start throwing ideas at you. While there have been many many suggestions for an aircraft unit type, not many actually go in depth on how to actually implement them besides broad strokes "GSF but less micro and mo' better", which is an alright start but we could definitely go deeper. The main topics to discuss is what separates an Air vehicle from a ground vehicle in terms of design and how they interact with ground units, Anti-Air, and each other in regards to the ground combat phase.



First we need to discuss the actual physical characteristics. In game the size of unit base types and components is supposed to roughly correspond to not just the physical weight of an individual unit but the overall logistical support equipment needed to operate and transport it. With that in mind, aircraft should be very very large in comparison to ground units with the same weapon capabilities. Just simply speaking from personal experience as a RQ-7 shadow pilot, in order for my platoon to operate our 4x drones (which together weigh less than a ton) we need close to 20 tons of equipment, fuel, and spare parts, not including our dozen vehicles and the ~30 personnel with all of their individual needs. The helicopter squadrons I work with are even larger and have an incredibly large logistical train. The upkeep is even more strenuous; fuel, ammunition, and spare parts chewed through at incredible rates and should be represented by significant GSP costs.

Secondly in regards to physical attributes, aircraft are incredibly difficult to hit when flying around, just from the combination of speed, distance , and altitude that they operate at. Even slow moving and low flying aircraft like helicopters are notoriously difficult to shoot down with unguided weaponry. This should be represented by a very low To Hit modifier. Conversely, they are very fragile. If you can hit an aircraft it doesn't take much to bring it down. It is also extremely difficult to armor anything on aircraft based on simple power-to-weight ratios, bigger aircraft do sometimes have the spare weight to armor only the most vital of areas like the engines and cockpit, but this is pretty minimal to the ability to armor up ground vehicles.

Thirdly, what components shall aircraft utilize. For now I'm only going to talk about what they should have, but further down I intend to detail how these will be used in the actual combat phase as I believe aircraft need some special rules, similar to bombardment. I believe aircraft should be able to equip CAP, Auto Cannon, and Anti-Air weapons as they are now (might need tweaking to AA weapon parameters), AA components obviously being for use against hostile air units, while CAP and AC would be a sort of dual purpose weapon targeting both air and ground units. For attacking ground targets I am split between giving aircraft access to Anti-Vehicle and Bombardment weapons, or giving them a new Air-to-Ground component that blends the 2 together, again I'll detail out the +/- further in the Air Combat Phase. Moving on though, non-combat equipment, FFD is a must. It is only the the first and foremost job of aircraft to be a scout/reconnaissance force and to direct friendly fires, from the first scout aircraft of the 1910s, to modern unmanned drones. Logistics equipment should also be available with new rules detailed down below.

Lastly, the first true special rules for aircraft is how they truly do not benefit from the terrain and can not physically dig in fortify their position, because well, there is no dirt in the sky. Sure they land on runways and can be stored in protected hangars, but in its hangar it is all but useless for actual combat. Their domain is above the surface with all of its helpful concealment and cover, thus they should have no ability to fortify whatsoever, to include terrain fortification bonuses. Aircraft don't care if they are flying over a desert, ocean, jungle, or mountain, and are practically speaking equally vulnerable to ground fire from all terrains. However, they absolutely should still be affected by environmental factors. High Gravity worlds need stronger engines, propellers and jet engines don't work if their is no atmosphere, cant fly if your fuel would boil in the extremely high temperatures. I believe the easiest way to implement would be to give all aircraft a permanent but hidden capability trait (boarding, jungle, etc) that gives the inverse bonus/malus of all terrain types from desert all the way to jungle mountains.

Lets take these notes and layout our base unit types with some sample parameters.  - Disclaimer, all values should be subject to change for balance and playtesting, I tutored calculus a decade ago but I am by no means a mathematician

Air Unit Base Types
Base UnitSizeHPSlotsTo Hit ModMax FortArmorAvailable Components
Ultra-Light Air Vehicle721.0-1.510.051.0Unarmored (1.5x)CAP, HCAP, LAC, MBL, LAV, LAA, LAG, FFD, LOG
Light Air Vehicle1201.5-2.520.11.0Unarmored (1.5x)CAP, HCAP, LAC, MAC, MBL, LAV, MAV, LAA, MAA, LAG, MAG, FFD, LOG?
Medium Air Vehicle2402-430.151.0Unarmored (1.5x), Armored (2.0-2.5x)CAP, HCAP, LAC, MAC, HAC, MBL, HB, LAV, MAV, HAV, LAA, MAA, HAA, LAG, MAG, HAG, FFD, LOG?
Heavy Air Vehicle3603-540.21.0Unarmored (1.5x), Armored (2.0-2.5x)CAP, HCAP, LAC, MAC, HAC, MBL, HB, SHB, LAV, MAV, HAV, SHAV, LAA, MAA, HAA, LAG, MAG, HAG, SHAG, FFD, LOG?

Possible Air-to-Ground component attributes
Component NameAbbreviationSizePenetrationDamageShots
Light Air-to-GroundLAG202-32-33-4
Medium Air-to-GroundMAG404-64-62
Heavy Air-to-GroundHAG80881-2
Super-Heavy Air-to-GroundSHAG12010101



So, what does that leave us with. Aircraft would be oversized equivalents to ground units that while they are more difficult to hit, (though with no ability to fortify) they are otherwise very squishy and easy to kill. Honestly, they don't sound too appealing as is with a lot of downsides with only 1 minor upside. We need something more to actually make them interesting and competitive. I think the 2 key features of aircraft should be based on their freedom of movement. First, they ignore the target weighting of elements and formations in Support and Rear Echelon positions and non-combat status. This creates a dynamic of cutting down enemy logistics and HQ, crippling the frontline units ability to fight. While this is already somewhat possible with current breakthrough mechanics, this should be the core feature of aircraft. Second, they can resupply any unit globally, rather than just internal of a specific unit and its parent formations. Not only would this be a huge boon allowing resupply laterally and independently of the normal supply chain, we could also implement a new feature where if an intermediate formation is destroyed, it would cut off the supply chain from higher units to lower ones, which would be more likely with aircraft attacking the backlines. Air logistics would therefore be the only way to resupply the frontlines until reorganization happens. Also opens up an important function of one of my bonus suggestion.

Now for the nitty gritty of how Air-to-Air, Air-to-Ground, and Ground-to-Air combat works. I think it best to implement semi-separate Air Combat phases that precede the Direct combat, Support Fire, Ground AA, and Resupply phases already in place. I don't think we need any additional field positions, the current ones 4 will suffice to more than adequately replicate all IRL combat.

How I propose the Air Combat phase to resolve is as follows:

Direct Air combat
1.) Aircraft in Frontline Attack with AA weapons select an Air element to engage, LAA can target Frontline Attack and Frontline Defense, MAA can target Support, and HAA can target Rear Echelon.
2.) Aircraft in Frontline Attack with AV, B, or AG weapons select a ground element to engage. No position range limitations like AA.
3.) Aircraft in Frontline Defense with AA, CAP or AC weapons select an air element or with AV, B, AG, CAP, or AC select a ground element to engage. Like ground vehicles, frontline defense can still only target other frontline units.
4.) In the regular direct combat phase, Ground based AA in frontline positions can target aircraft with the same range restrictions listed above
5.) All other ground elements can potentially target aircraft with any weapon to simulate attacking grounded aircraft at an airfield.

Air Support
1.) Aircraft in Support of another formation with FFD engage the same target if able with the appropriate weapons. i.e. supporting a ground element in the form of CAS, or if supporting an "Air Scout" with FFD engages the air or ground targets in the form of Fighter Direction or SEAD like missions.
2.) Aircraft in Support of another formation without FFD engage elements targeting the supported formation, range does not matter so can be used as counterbattery fire as well. CAS again or if supporting an air element this could be your fighter escort.
3.) Regular ground and orbital Bombardment support follows

Anti-Air (pretty much just duplicating current AA rules, but adding CAP and AC)
1.) Units with AA, CAP, or AC can engage air-targets which targeted them.
2.) Units with MAA or HAA not directly attacked can engage if they are the parent formation
3.) Units with HAA can engage any air target regardless of parent/daughter formation

Air Resupply (the only Air phase which resolves after the ground part)
1.) Like normal, unit checks parent formation(s) for LVH-LOG or pulls from integral INF-LOGS
2.) If a unit has no more internal LOG or can not pull from higher echelons, it picks a random air unit to draw on.
[Note, I did opt to have all aircraft sizes able to equip LOG components, though easiest implementation of course would just to let ULAV but I have another bonus suggestion below]



In summary
In real life, the defining characteristic of aircraft is their freedom of maneuverability. Their ability to fly over complex terrain that would otherwise halt ground movement, their ability to fly beyond the frontlines to spot and engage the enemy, and using their flight to keep safe distances from the ground making them difficult to hit. However, once they are hit, gravity's everlasting pull will take advantage of even the slightest bit of damage, and all of it comes at a very high logistical cost. We represent these factors in-game by giving them the ignorance of fortification and terrain bonuses, allowing them to engage support and rear echelon units without weighted hinderance, but all at a significant size cost and very low defensive capabilities making them easier to destroy.

I know this suggestion isn't above criticism, I do have concerns myself. #1 What the hell should the 3/4 letter acronym be!?!? I used ULAV above but LAV/MAV/HAV could be confused with Anti-Vehicle, as well another common shorthand for Aircraft being AC which would be confused with Auto-Cannon. Do we just accept another scenario like MSP and MSP (Missile Size Points and Maintenance Supply Points) or try to shoehorn another less-intuitive letter combination? I'm partial to just do AIR or AR for UAIR/LAIR/MAIR/HAIR or ULAR/LAR/MAR/HAR, but my brain just doesn't want to accept it. Could also go along the lines of what I actually fly, the US Army calls its drones UAS, Unmanned Aircraft System, so we could have ULAS/LAS/MAS/HAS.

But more seriously, I can't decide whether Aircraft should utilize Anti-Vehicle and Bombardment weapons separately to engage ground targets or to combine the 2 into a new Air-to-Ground weapon which kinda blends them together. I see merit to both, AG (I think) simplifies coding to not have to worry about the special rules of B in combat when AV lack them. On the other hand separating makes it easier of not needing to make a new weapon type to have to try and balance as well as giving more design and roleplay choices to have AV represent large bore cannons or guided anti-tank weaponry versus general purpose bombs.

With current GSP cost being based solely on components rather than base unit types, we can't really replicate the heightened logistical cost of aircraft besides making them very big tonnage wise. We kinda get it with AA weapons being able to fire a second time in the Anti-air combat phase, but its really just shooting again rather than costing twice as much. Ideally, base unit type should be a partial factor in GSP cost, maybe along the lines of INF-1x, LVH-1.5x, VEH-2x, HVH-2.5x, SHV-4x, UHV-6x, ULAR-2x, LAR-4x, MAR-6x, HAR-8x. I dunno, just spitballing as a precursor bonus suggestion.

The other big thing being in order to make aircraft somewhat viable and interesting in my eyes is that we have to give them very specific rule exceptions which kinda breaks Steve's design philosphy for Aurora C#, as well may be a P.I.T.A. to code. I do think that what I've suggested is minor enough bend in the rules to keep things interesting and in the same vein as bombardment and counter-battery fire, and GSF mechanics.



But that's pretty much all I got for the main suggestion of ground unit aircraft and how they'd fit. So on to the Bonus Suggestions that semi-correlate to the above new mechanics.

1.) Special Forces Infantry - Being able to directly target Support and Rear Echelon troops without the weighting is a big deal for aircraft, but I don't think it should be completely exclusive to them. I think giving Infantry (and maybe Light vehicles) a capability trait called "Unconventional Warfare" or "Special Operations" or something else along those lines would be pretty neat. Thematically I imagine sneaking in a company or battalion onto a heavily guarded planet with drop pods to try and take out STO units (which tend to be very large and set to Rear Echelon and non-combat) before bringing in your main invasion force. The problem though is even if you made the capability absurdly expensive, whats to stop you from just adding it to all infantry which would be absolutely broken. Realistically, Infantry fighting behind enemy lines are pretty much cut off from the friendly supply chain unless they get an air drop, so I think the best way to dial them back is to give them an exception to the normal resupply mechanics. Infantry with the UW/SO tag would be unable to resupply from LVH-LOG of its parent formations, I'm iffy about INF-LOGS but as they could be given the tag I think it would be fine, but when the formation burns through its INF-LOGS it should only be able to resupply from air logistics. However, this also leaves open the question of how to defend against Special Forces Infantry which leads me into suggestion #...

2.) In addition to the Anti-Air phase, there should be a "Self-Defense" phase that enables ground units with offensive elements in Support or Rear Echelon to retaliate against breakthrough attacks and (if added) Special Forces attacks. This is something that has been brought up before, in that currently in-game it is completely and utterly wasteful to put weapons other than Bombardment or AA in the back line as they will never ever actually shoot. It's not that big a deal mechanically now since the backlines will only ever get attacked when the front is mostly broken and victory is all but inevitable. But if we make the rear vulnerable from aircraft and (possibly) Infantry, we should give them a chance to pucker up and defend themselves. The simple rule would just be ff a unit is attacked while in Support or Rear Echelon, any offensive elements within the unit may target the attackers. I don't think we need to get to crazy with parent formations and supporting units engaging as well, besides the current Anti-Air rules. This opens up massive design considerations of how much weaponry to you allocate to defend your units, or do you forgo it all together to concentrate firepower on the frontlines and much more.

3.) In regards to letting larger vehicles with multiple slots also carry Logistics components. Overall, I'm not a huge fan of LOG units simply disappearing when used up, but changing that up would require its own separate suggestion to rewrite the baseline mechanics. But working with current mechanics I think multiple LOG components as well as mixing LOG and offensive components could be viable and interesting. Similar to bonus suggestion #2, having your rear line units able to defend themselves would be necessary with my mechanics changes, and simply putting a HCAP on a VEH an addition to a LOG component would make that supply factor be more survivable when attacked. However, if we were going to have a Heavy Cargo Aircraft (HAS-4x LOG) it would be incredibly tonnage inefficient for a negligible increase in survivability in comparson to 4x LVH-LOG (560t vs 248t), and if it gets consumed, thats a not insignificant vendarite and wealth cost that disappears with it. In order to make larger vehicle logistics more viable, it give them a scaling effect that decreases their chance to be consumed. Using the example in the original ground combat supply post. We have a combat element which requires 1200 GSP and we have 4 groups of logistics vehicles 3x LVH with 500 GSP Each, 2x VEH with 1000GSP Each, 1x SHV with 1500 GSP and a UHV with 2000 GSP. As per the original mechanics, the first group would consume 2x LVH and a 40% chance of consuming the third. For the 2nd group lets give 2x LOG modules a 10% reduced chance to being consumed, so the First vehicle would have a 10% chance to survive even if all its GSP is "used" (1000/1000x1.1) and the second would have a 22% chance to survive (200/1000x1.1). 3x Log modules could give a 25% bonus so the 1x SHV would have a 100% chance to survive (1200/1500x1.25) and the UHV a 50% bonus for a 90%? chance to survive (1200/2000x1.5) [numbers need tweaking, like I said before, I'm no mathematician]. I think it's a pretty decent trade off if we are considering our supply lines to be more actively be engaged, sacrificing raw total logistical tonnage for better protection and an increased chance to get some "free" supplies as well.

4.) Last Bonus Suggestion, Low Orbit AIrcraft Insertion - This would be the most complex thing to add, but giving air units a capability trait like boarding combat but rather able to launch from troop transports to the surface without drop transport bays. This could be expanded with air units with LOG components increasing the (un)loading rate assisting the ships cargo shuttles. Though this is probably too much coding effort for something thats practically already down with just Drop bays but limiting it to only specific units.



To wrap everything up, we should also consider what we are doing with Ground Support Fighters with their Fighter Pods. In my opinion, I think we could forgo and elliminate the GSF concept all together if we were to add ground air units. Just have fighters follow the same orbital bombardment support mechanics already in place, which are already simplified to apply to fleets as a whole rather than individual GSF's. Orbital Bombardment also becomes more effective when using Airborne FFD units (and possibly Special Forces FFD) to be able to better target Anti-Air or STO units which would have higher chances of being selected for engagement.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on April 29, 2024, 11:59:26 PM
words

This is quite an effortful post and deserves far more credit than I can give it. As it happens, I shall have to suffice with a simple reply.

I'll not wade too deeply into the mechanics here, and keep my comments to a relatively high level. In short: I like the ideas, but I think it is rather too complex for the fidelity and mechanics of Aurora's ground combat as it currently stands, and I'd prefer to keep that simplicity where possible. Furthermore, I think we can accomplish a lot of this by simply repurposing the existing ground support fighter (GSF) mechanics in terms of targeting, combat, etc. so that we are adding a minimum of new mechanics and rules to the system.

A couple of mechanics notes:
Quote
I believe aircraft should be able to equip CAP, Auto Cannon, and Anti-Air weapons as they are now (might need tweaking to AA weapon parameters), AA components obviously being for use against hostile air units, while CAP and AC would be a sort of dual purpose weapon targeting both air and ground units. For attacking ground targets I am split between giving aircraft access to Anti-Vehicle and Bombardment weapons, or giving them a new Air-to-Ground component that blends the 2 together, again I'll detail out the +/- further in the Air Combat Phase.
Note that GSFs currently have access to LAC, LB, and LAA-like components as fighter pod loadouts, so there's not really a reason to preclude aircraft from using bombardment components.

Quote
Moving on though, non-combat equipment, FFD is a must. It is only the the first and foremost job of aircraft to be a scout/reconnaissance force and to direct friendly fires, from the first scout aircraft of the 1910s, to modern unmanned drones.
Note that FFD only works in a frontline formation, AFAIK, so recon aircraft are limited to organic assets in frontline formations unless we change that mechanic - which we could, but I'd prefer to keep things simple and keep the impact on existing ground unit mechanics minimal.

Quote
we could also implement a new feature where if an intermediate formation is destroyed, it would cut off the supply chain from higher units to lower ones,
This functionality already exists in the game if you use LVH logistics. However, this conflicts with INF logistics managed through the replacements/unit series mechanic, which is population-based and does not depend on the order of battle. I don't think it is worth reworking this mechanic and making it much less convenient in the general case to support this specific case - destruction of headquarters already has enough benefits to be worthwhile, I think.

----

As far as my more general thoughts:
Quote
Air Unit Base Types
Base Unit   
Ultra-Light Air Vehicle
Light Air Vehicle
Medium Air Vehicle
Heavy Air Vehicle

I think this is too complicated. We currently have a grand total of seven ground unit types, adding several more just for aircraft seems rather awkward. I would also suggest that it is unnecessary, and an easier approach would be to simply model air units as a capability which can be applied to any vehicle type, conferring (say) 2x size, 2x GSP, 0.5x HP, and 0.5x armor multipliers in exchange for using the air combat mechanics instead of normal ground combat mechanics. I would prefer this approach as it keeps the ground units UI simple while allowing for a lot of roleplay freedom - for example, having an armor multiplier means I could use a VEH base type and choose between light armor for 'normal' warplanes and medium armor for my A-10 Warthog equivalents. On the other hand, designing a UHV with flight capability to model a massive hovering skybase sort of aircraft is very fitting for some settings.

Using the existing unit types as the basis also means the question of weaponry is cleared up as well, and personally I see no reason to add weapon restrictions and restrict roleplay - heavier weapons are generally more specialized anyways, so I doubt we're opening up some silly exploit involving UHV aircraft with 4x SHAV or something.

Quote
Lastly, the first true special rules for aircraft is how they truly do not benefit from the terrain and can not physically dig in fortify their position, because well, there is no dirt in the sky.

Partially agreed on fortification, disagreed on terrain. I think aircraft should be able to benefit from terrain, it may not be the most "realistic" but I think a lot of headcanons imagine, say, aircraft sweeping around mountain peaks or skimming forests to fly beneath enemy radar before popping up to fire a torpedo down the exhaust port... or something more realistic.  :P  Again, no need to restrict it here.

As far as fortification goes, I would say it can still apply when aircraft are the target of normal ground unit fire - representing them being caught at base in a hangar, surely an airbase can be fortified to some degree? Of course, fortification should not apply when facing AA fire during the AA fire phase.

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Now for the nitty gritty of how Air-to-Air, Air-to-Ground, and Ground-to-Air combat works. I think it best to implement semi-separate Air Combat phases that precede the Direct combat, Support Fire, Ground AA, and Resupply phases already in place.

As mentioned, I would simply take the ground support fighter rules (http://aurorawiki.pentarch.org/index.php?title=C-Ground_Combat#Air_to_Ground_Combat) (including the following ground-based AA fire rules (http://aurorawiki.pentarch.org/index.php?title=C-Ground_Combat#Ground-based_AA_Fire)) and paste them onto the new Flight capability. Since those rules are already written out in sufficient detail for discussion purposes, I won't rehash them here.

One simplification here is that, since we can't set orders for ground units in the UI, I would probably use existing mechanics for bombardment and AA targeting to make this work. In short, aircraft formations can be assigned to support frontline formations or left unassigned. In most cases, regardless of assignment they have the same targeting options as HB units (aside from eliminating the target size reduction for support/rear formations, as you stated). The exception would be AA components which fire as AA weapons following the targeting rules for HAA.

This does mean the bombardment components are a tad lackluster since they won't have any special ability making up for their inflated sizes, but I think that's fine as not every component needs to be equally useful in every situation.

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Second, they can resupply any unit globally, rather than just internal of a specific unit and its parent formations.

I would actually prefer to keep the same rules, as this makes it easier to control the flow of supplies. I suppose an alternative would be to have airborne supply distributed last in the resupply order, which would ensure it ends up where it is needed while maintaining the special flavor, but I'm not sure if that mechanic would see a lot of use in practice. Resupply is already a big enough cost that I don't see airborne supply being very cost-effective - and Aurora doesn't really model the kinds of tactical situations where airborne supply is most useful (e.g., formations aren't getting surrounded and cut off tactically, Aurora simply does not model this).

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#1 What the hell should the 3/4 letter acronym be!?!?

I'd settle for an '(A)' following the unit base class abbreviation, e.g., "LVH(A)" or "VEH(A)". Should be easy enough to pick out of a lineup.

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The other big thing being in order to make aircraft somewhat viable and interesting in my eyes is that we have to give them very specific rule exceptions which kinda breaks Steve's design philosphy for Aurora C#,

This is another major reason why I prefer to work within the existing mechanics as much as possible by treating flight as another capability and repurposing the existing GSF rules. We could keep GSFs as they are but I personally see no reason to, space-to-ground fighters can use regular weapons and rules like everybody else IMHO.

----

Again, great post, and I hope this doesn't come across as being overly critical, my goal is really more to look at how we can best mesh new air units with the existing mechanics without upsetting the bucket too much and still get a satisfying flight mechanic that promotes strategic decisions and roleplay openness in equal measure.
Title: Re: Suggestions Thread for v2.4.0
Post by: KriegsMeister on April 30, 2024, 02:43:19 AM
words

This is quite an effortful post and deserves far more credit than I can give it. As it happens, I shall have to suffice with a simple reply.

I'll not wade too deeply into the mechanics here, and keep my comments to a relatively high level. In short: I like the ideas, but I think it is rather too complex for the fidelity and mechanics of Aurora's ground combat as it currently stands, and I'd prefer to keep that simplicity where possible. Furthermore, I think we can accomplish a lot of this by simply repurposing the existing ground support fighter (GSF) mechanics in terms of targeting, combat, etc. so that we are adding a minimum of new mechanics and rules to the system.

A couple of mechanics notes:
Thank you, probably could merit its own individual suggestion thread, but I already had open as just a reply when I first started about ~60 hours ago. And don't worry I got pretty thick skin and after my last effort post forever ago try to reel back on my own abrasiveness. You do bring up some good and valid points, and I think we are both trying to think of the best and most simple ways to do this. I'd say my suggestion is focused more on using existing ground vehicle mechanics with some minor/major tweaks to replicate GSF mechanics, whereas you are trying to mesh GSF mechanics into ground combat. Ultimately its up to Steve to decide which way he wants to go
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my words
Note that GSFs currently have access to LAC, LB, and LAA-like components as fighter pod loadouts, so there's not really a reason to preclude aircraft from using bombardment components.
Yep, I had a lot of the Changelog mechanics posts open for reference while typing everything out. The problem with the bombardment pod is that it is treated as always long range/heavy bombardment, ignoring the mechanics of the short range bombardment weapons, which if we give aircraft access to those will it require extra tuning and coding? ALso GSF also don't have a direct AV equivalent so do you not allow aircraft to equip them and will the range properties of them need to get changed up? Its why I'm partial to creating a new AG component thats a blend of both, but I don't know the code well enough to say which would be easier to adapt and why I listed both options.
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my words
Note that FFD only works in a frontline formation, AFAIK, so recon aircraft are limited to organic assets in frontline formations unless we change that mechanic - which we could, but I'd prefer to keep things simple and keep the impact on existing ground unit mechanics minimal.
I shoulda/coulda/woulda clarified, though this was assumed. It is Forward Fire Direction after all, not Backward Fire Direction.
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This functionality already exists in the game if you use LVH logistics. However, this conflicts with INF logistics managed through the replacements/unit series mechanic, which is population-based and does not depend on the order of battle. I don't think it is worth reworking this mechanic and making it much less convenient in the general case to support this specific case - destruction of headquarters already has enough benefits to be worthwhile, I think.

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Good catch, the replacements strategy was only half way in my mind thinking. Again, in my post in the bonus suggestions, I do have a slight disagreement with how resupply works with units being "consumed". It may be a future effort post topic for a revamp of the system to actually track its supply usage which is already done in some form with combat units tracking their 10 combat cycles before needing resupply.
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As far as my more general thoughts:
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my words

I think this is too complicated. We currently have a grand total of seven ground unit types, adding several more just for aircraft seems rather awkward. I would also suggest that it is unnecessary, and an easier approach would be to simply model air units as a capability which can be applied to any vehicle type, conferring (say) 2x size, 2x GSP, 0.5x HP, and 0.5x armor multipliers in exchange for using the air combat mechanics instead of normal ground combat mechanics. I would prefer this approach as it keeps the ground units UI simple while allowing for a lot of roleplay freedom - for example, having an armor multiplier means I could use a VEH base type and choose between light armor for 'normal' warplanes and medium armor for my A-10 Warthog equivalents. On the other hand, designing a UHV with flight capability to model a massive hovering skybase sort of aircraft is very fitting for some settings.

Using the existing unit types as the basis also means the question of weaponry is cleared up as well, and personally I see no reason to add weapon restrictions and restrict roleplay - heavier weapons are generally more specialized anyways, so I doubt we're opening up some silly exploit involving UHV aircraft with 4x SHAV or something.
I'm not opposed to the idea of flight being a capability, I think what you suggest would be far more convoluted to implement as currently all capabilities only affect the To-Hit and Hit Chances when fighting in different terrain/environment (and boarding allowing a new "environment" which is kinda iffy as it only works for offense since all ground units work defensively on board). Adding new mechanics for size/GSP/HP multipliers I would think would be significantly more code intensive rather than adding new Base Unit Types. There's plenty of space in the Ground Unit Design window for 4 more.

-edit, forgot about HP modifier of infantry genetic enhancement. But Size/GSP/Armor constraints still might be an issue
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my words

Partially agreed on fortification, disagreed on terrain. I think aircraft should be able to benefit from terrain, it may not be the most "realistic" but I think a lot of headcanons imagine, say, aircraft sweeping around mountain peaks or skimming forests to fly beneath enemy radar before popping up to fire a torpedo down the exhaust port... or something more realistic.  :P  Again, no need to restrict it here.

As far as fortification goes, I would say it can still apply when aircraft are the target of normal ground unit fire - representing them being caught at base in a hangar, surely an airbase can be fortified to some degree? Of course, fortification should not apply when facing AA fire during the AA fire phase.
Valid points, I could concede on my suggestion for the permanent hidden aircraft capability reducing the terrain factor rather than negating it outright. And while I understand the want to have aircraft protected in hangars able to be fortified, again in headcannons, you may also have to worry about your actual runways being damaged and not all your aircraft being stowed away at the same time. I think its a good trade off with aircraft essentially being glass cannons for all intents and purposes
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my words

As mentioned, I would simply take the ground support fighter rules (http://aurorawiki.pentarch.org/index.php?title=C-Ground_Combat#Air_to_Ground_Combat) (including the following ground-based AA fire rules (http://aurorawiki.pentarch.org/index.php?title=C-Ground_Combat#Ground-based_AA_Fire)) and paste them onto the new Flight capability. Since those rules are already written out in sufficient detail for discussion purposes, I won't rehash them here.

One simplification here is that, since we can't set orders for ground units in the UI, I would probably use existing mechanics for bombardment and AA targeting to make this work. In short, aircraft formations can be assigned to support frontline formations or left unassigned. In most cases, regardless of assignment they have the same targeting options as HB units (aside from eliminating the target size reduction for support/rear formations, as you stated). The exception would be AA components which fire as AA weapons following the targeting rules for HAA.

This does mean the bombardment components are a tad lackluster since they won't have any special ability making up for their inflated sizes, but I think that's fine as not every component needs to be equally useful in every situation.

Like I said above, I had those open for referencing. I do feel like you are kinda repeating what I was proposing though. I probably should have added some more examples in my post. Currently as stands for GSF, they can be assigned to Provide Ground Support to units with fire support as bombardment does, Search and Destroy which just gives them open range on all ground units (though I'm not clear in the wording of the rule saying they can target any formation regardless of position if it factors in positional weighting), or Flak Suppression to directly target ground AA. All of these can be replicated just with the current positional, support, and FFD functions already in place for ground forces. Search and Destroy is the easiest, its just aircraft set to Frontline Attack. Ground support is also simple with setting an air formation to support. Flak suppression is a little tricky, while there are no current mechanics for GU to target specific elements, it can be pretty simply be represented by air units supporting another air unit. If the front-line aircraft are targeted (preferably those equipped with FFD) by surface to Air ordnance, then the supporting unit can engage the attacking units in the same manner as Counter Battery fire mechanics. We also have another function that GSF's lack to simulate Escort Fighters, aircraft with AA weapons supporting air units with AV/B/AG weapons and "counter battering" enemy aircraft targeted your bombers.

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my words

I would actually prefer to keep the same rules, as this makes it easier to control the flow of supplies. I suppose an alternative would be to have airborne supply distributed last in the resupply order, which would ensure it ends up where it is needed while maintaining the special flavor, but I'm not sure if that mechanic would see a lot of use in practice. Resupply is already a big enough cost that I don't see airborne supply being very cost-effective - and Aurora doesn't really model the kinds of tactical situations where airborne supply is most useful (e.g., formations aren't getting surrounded and cut off tactically, Aurora simply does not model this).

I did state that Air logistics should be resolved last vs internal and parent supply draw. Though like you had mentioned above, the replacement unit tactic does kinda negate the benefit of aircraft logistics being able to resupply any formation regardless of hierarchy. Once again, the consumption of whole units as supplies is a bit of a bore.
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#1 What the hell should the 3/4 letter acronym be!?!?

I'd settle for an '(A)' following the unit base class abbreviation, e.g., "LVH(A)" or "VEH(A)". Should be easy enough to pick out of a lineup.
That would be acceptable if flight was a capability trait, though not a fan of it for base unit types.
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The other big thing being in order to make aircraft somewhat viable and interesting in my eyes is that we have to give them very specific rule exceptions which kinda breaks Steve's design philosphy for Aurora C#,

This is another major reason why I prefer to work within the existing mechanics as much as possible by treating flight as another capability and repurposing the existing GSF rules. We could keep GSFs as they are but I personally see no reason to, space-to-ground fighters can use regular weapons and rules like everybody else IMHO.

----

Again, great post, and I hope this doesn't come across as being overly critical, my goal is really more to look at how we can best mesh new air units with the existing mechanics without upsetting the bucket too much and still get a satisfying flight mechanic that promotes strategic decisions and roleplay openness in equal measure.
I do feel like we are both are trying to reach the same goal just from different starting points. We both want to make a dagger, one of us is elongating a knife while the other is shortening a sword. And agreed, GSF's are just a bit too clunky for my taste (which is almost universally agreed on), and while the concept of trans-atmospheric fighters is appealing, I don't think there is a really good way to bridge the very different gameplay mechanics of Naval Combat and Ground Combat. Its best to just let fighters operate under the already existing orbital bombardment mechanics.

The only exception that I think would be pretty fantastic but would actually be a newish, utilize the GSF's ability to not be targeted by STO's with a new order similar to Flak Suppression that specifically targets STO units. That would be fantastic for setting up invasions trying to run fighters in from a carrier to destroy some of the batteries preventing the full scale invasion without the excessive collateral damage and atmospheric dust build up of general orbital bombardment
Title: Re: Suggestions Thread for v2.4.0
Post by: skoormit on April 30, 2024, 08:51:46 AM
I wish we could separate the Research Speed game setting into two settings: one for technology research, and the other for component design.

I play with research speed 20%, because I like stretching out the time between tech eras.
But I don't like that it also takes five times as long to design each new component.
Title: Re: Suggestions Thread for v2.4.0
Post by: Pedroig on April 30, 2024, 09:09:07 AM
Wow lots to digest here, in no particular order:

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I think this is too complicated. We currently have a grand total of seven ground unit types, adding several more just for aircraft seems rather awkward. I would also suggest that it is unnecessary, and an easier approach would be to simply model air units as a capability which can be applied to any vehicle type, conferring (say) 2x size, 2x GSP, 0.5x HP, and 0.5x armor multipliers in exchange for using the air combat mechanics instead of normal ground combat mechanics. I would prefer this approach as it keeps the ground units UI simple while allowing for a lot of roleplay freedom - for example, having an armor multiplier means I could use a VEH base type and choose between light armor for 'normal' warplanes and medium armor for my A-10 Warthog equivalents. On the other hand, designing a UHV with flight capability to model a massive hovering skybase sort of aircraft is very fitting for some settings.

Using the existing unit types as the basis also means the question of weaponry is cleared up as well, and personally I see no reason to add weapon restrictions and restrict roleplay - heavier weapons are generally more specialized anyways, so I doubt we're opening up some silly exploit involving UHV aircraft with 4x SHAV or something.
I'm not opposed to the idea of flight being a capability, I think what you suggest would be far more convoluted to implement as currently all capabilities only affect the To-Hit and Hit Chances when fighting in different terrain/environment (and boarding allowing a new "environment" which is kinda iffy as it only works for offense since all ground units work defensively on board). Adding new mechanics for size/GSP/HP multipliers I would think would be significantly more code intensive rather than adding new Base Unit Types. There's plenty of space in the Ground Unit Design window for 4 more.

Adding as a capability would seem the easiest, also give Infantry a "Jet Pack" option. 

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Partially agreed on fortification, disagreed on terrain. I think aircraft should be able to benefit from terrain, it may not be the most "realistic" but I think a lot of headcanons imagine, say, aircraft sweeping around mountain peaks or skimming forests to fly beneath enemy radar before popping up to fire a torpedo down the exhaust port... or something more realistic.  :P  Again, no need to restrict it here.

As far as fortification goes, I would say it can still apply when aircraft are the target of normal ground unit fire - representing them being caught at base in a hangar, surely an airbase can be fortified to some degree? Of course, fortification should not apply when facing AA fire during the AA fire phase.
Valid points, I could concede on my suggestion for the permanent hidden aircraft capability reducing the terrain factor rather than negating it outright. And while I understand the want to have aircraft protected in hangars able to be fortified, again in headcannons, you may also have to worry about your actual runways being damaged and not all your aircraft being stowed away at the same time. I think its a good trade off with aircraft essentially being glass cannons for all intents and purposes

Terrain modifiers being ignored or amplified would be most appropriate.  Air units have trouble seeing/attacking folks in dense forest and in caves, pretty easy time for those out in the open.

In order for an airbase to have appreciable fortification, it must cost something.  It's just not the planes, its the ordance, fuel, parts, etc that are about.  At a bare minimum, it should cost TIME to DEPLOY, so they provide nothing to damage output of the unit until X number of ticks, with the X being reliant upon the fortification level.  Overall, these assets should be in the way back with the STO's and have no need for fortification.  For Jump Infantry, they get could get a modifier/perk which ignores this, or reduces it.

There is no practical way of fortifying an airbase in today's world, versus trenchworks, pillboxes, and Hesco walls. (Encircling an airbase with any does little to nothing to protect it from air/arty attack.

One thing that perhaps is being overlooked, why not simply have a tech which allows for pure ground based fighters, which would have a base defense characteristic based upon engine tech, and then an inverse relationship with anything added to it, with LAA and no armour being the baseline of zero, and then an inverse relationship between defense proportional with added/reduced weight.

Title: Re: Suggestions Thread for v2.4.0
Post by: ISN on May 06, 2024, 08:04:18 PM
I've noticed that if an NPR fleet with jump-capable ships gets spooked and flees through a jump point, it will often not make a squadron transit even in cases where I'm pretty sure at least some of the ships could. I don't know if this is a bug or WAI -- I have no idea what factors the NPR code takes into account when deciding when and how to flee, whether to squadron transit, etc. -- but this particular behavior makes it really easy to exploit them (even if you're not trying to) and I feel like some better logic here would be a big improvement.
Title: Re: Suggestions Thread for v2.4.0
Post by: paolot on May 07, 2024, 06:31:05 PM
In the Environment tab, together with the Annual Terraform capacity, I would like to read the number of the Terraforming Istallations active on (or near) a body.
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on May 08, 2024, 04:45:21 AM
In the Environment tab, together with the Annual Terraform capacity, I would like to read the number of the Terraforming Istallations active on (or near) a body.

Added for v2.6.
Title: Re: Suggestions Thread for v2.4.0
Post by: skoormit on May 09, 2024, 08:49:42 AM
Merging fleets with tugs can be problematic.

Say Fleet A has one or more ships with a tractor beam, and all these ships are tractoring engineless ships.

If Fleet A executes an order to join some Fleet B (which may or may not also have ships with engaged tractor beams), then sometimes (not always) the speed of Fleet B drops to 1km/s.

If I drag Fleet A into Fleet B, same thing happens: sometimes (not always) the speed of Fleet B drops to 1km/s.

The only way to reliably join the fleets without reducing the speed of Fleet B to 1 km/s is to individually drag the tractors from Fleet A to Fleet B in the left hand tree view.
(Dragging this way automatically brings the tractored ships along.)

Obviously, this can be very tedious for large fleets, and can only be done when the fleets are in the same location.
And it means that you just can't use the Join Fleet order when tugging ships.
And I do a *lot* of tugging, so this adds a lot of micromanaging to my playtime.

I'm hoping there's something easy to tweak in the fleet merging logic that can resolve this.
I wonder if the resulting speed is being determined by iterating through the list of all ships, which might be in ascending order of ship construction time, and it doesn't recognize that a ship is tractored unless the tractor has already been processed.

Note: I don't know if the situation only occurs when engineless tractors are targeted, because I only very rarely tractor ships with engines.

Other note: the same thing happens when detaching subfleets with tractors from fleets. Sometimes the newly detached fleet has a speed of 1km/s. Perhaps the same code is handling this as well.
Title: Re: Suggestions Thread for v2.4.0
Post by: AlStar on May 09, 2024, 09:46:11 AM
Does the issue resolve itself after a time increment? (Theoretically) as long as you've got "use max speed" checked, the fleet should speed back up to max speed once they get underway.

I've seen similar display issues when giving orders to tugs that had dropped off terraformers - their orders will give an ETA that's based on their laden speed, but they'll actually get there much faster.
Title: Re: Suggestions Thread for v2.4.0
Post by: skoormit on May 09, 2024, 12:03:28 PM
Does the issue resolve itself after a time increment? (Theoretically) as long as you've got "use max speed" checked, the fleet should speed back up to max speed once they get underway.

I've seen similar display issues when giving orders to tugs that had dropped off terraformers - their orders will give an ETA that's based on their laden speed, but they'll actually get there much faster.

Negative.
The issue persists after time is incremented.
Move orders given to such a fleet will be undertaken at 1km/s.
Title: Re: Suggestions Thread for v2.4.0
Post by: paolot on May 11, 2024, 08:27:48 AM
I am liking the capacity of stabilization ships.
To further improve their value/ability, and have more Lagrange Points in a system, in Standing Orders would it be possibile to include the orders "Build Jump Gate at Nearest Terrestrial Planet", "Build Jump Gate at Nearest Gas Giant" and "Build Jump Gate at Nearest Superjovian"?
I think that a general order only (i.e. "build JG at nearest massive planet") would be limiting.
Instead, using these three ones, we can choose where to build new LPs, to have faster ships around.
Title: Re: Suggestions Thread for v2.4.0
Post by: skoormit on May 15, 2024, 06:42:34 AM
The Shore Leave Complete event does not stop auto-turns.
Usually, that is my preference.
Sometimes, though, I am waiting for a ship to complete shore leave before I give further orders.

It would be nice to be able to toggle a checkbox on the fleet orders screen to control if finishing shore leave stops auto-turns.
Title: Re: Suggestions Thread for v2.4.0
Post by: vorpal+5 on May 15, 2024, 08:00:50 AM
And on the contrary (sorta...) entering overhaul will halt the time interval. Is it that important?
Title: Re: Suggestions Thread for v2.4.0
Post by: AlStar on May 15, 2024, 08:49:35 AM
It would be nice to be able to toggle a checkbox on the fleet orders screen to control if finishing shore leave stops auto-turns.
To build on this, a screen that lists all events, and has a checkmark for "does this stop time? y/n" would be ideal (although probably a lot more work than I'd expect.)

Even better if the screen lets us import/export our preferred interrupts.
Title: Re: Suggestions Thread for v2.4.0
Post by: skoormit on May 15, 2024, 12:37:49 PM
...a screen that lists all events, and has a checkmark for "does this stop time? y/n" would be ideal (although probably a lot more work than I'd expect.)

Even better if the screen lets us import/export our preferred interrupts.

Like this (http://aurora2.pentarch.org/index.php?topic=11780.0)?
Title: Re: Suggestions Thread for v2.4.0
Post by: AlStar on May 15, 2024, 01:05:42 PM
Exactly like that!  ;D

Although (IMO) it'd be better if Steve integrated that functionality into the game itself, so we don't have to use a 3rd-party solution.

Maybe build it into the events tab - clicking on an event will let you change the text/background color (as now), and if it does/doesn't cause interrupts.
Title: Re: Suggestions Thread for v2.4.0
Post by: Kiero on May 16, 2024, 04:59:21 AM
Engine technology:
I know this topic has already been raised, but every time I play I wait for the engines to reach at least the level of the Nuclear Pulse Engine.
Maybe it would be worth raising the cost of researching the initial stages of the engines, that would extend the time they can be used, both by players and AI?
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on May 16, 2024, 05:21:18 AM
Engine technology:
I know this topic has already been raised, but every time I play I wait for the engines to reach at least the level of the Nuclear Pulse Engine.
Maybe it would be worth raising the cost of researching the initial stages of the engines, that would extend the time they can be used, both by players and AI?

Counterpoint: I use NRE tech quite a bit in my conventional-start games. I also play with limited research admin + 50% research speed, so even developing NTE tech takes some time during which I can build quite a lot of NRE-level freighters and colony ships. So personally, I prefer things as they are since I would not want to drag out the conventional starts even longer than they already are.
Title: Re: Suggestions Thread for v2.4.0
Post by: Kiero on May 16, 2024, 08:46:45 AM
For RP purposes, it would be great if a module for a ship could be designed to assign a Scientist and/or Administrator.
Title: Re: Suggestions Thread for v2.4.0
Post by: Garfunkel on May 17, 2024, 07:02:57 AM
For RP purposes, it would be great if a module for a ship could be designed to assign a Scientist and/or Administrator.
How about the ability of any misc component to "house" any type of commander?
Title: Re: Suggestions Thread for v2.4.0
Post by: gpt3 on May 22, 2024, 10:34:28 AM
Engine technology:
I know this topic has already been raised, but every time I play I wait for the engines to reach at least the level of the Nuclear Pulse Engine.
Maybe it would be worth raising the cost of researching the initial stages of the engines, that would extend the time they can be used, both by players and AI?

Counterpoint: I use NRE tech quite a bit in my conventional-start games. I also play with limited research admin + 50% research speed, so even developing NTE tech takes some time during which I can build quite a lot of NRE-level freighters and colony ships. So personally, I prefer things as they are since I would not want to drag out the conventional starts even longer than they already are.

I agree. As a workaround though: since research costs increase exponentially with tech level, the global and racial "research speed" settings are pretty good controls for which tech level you wish to play your game at. Unless You will always eventually settle into a multi-decade state where there's a "modern" tech, 1-2 levels of "legacy" tech, and an being-researched "prototype" tech.

For example, I personally have a soft spot for fission and slow games, so I've been pondering knocking research down to 5-10% so that majority of my game will be spent with nuclear pulse and gas-core engines, with fusion perpetually 30 years away. Humanity will most likely need to reverse-engineer alien tech in order to master these systems.

Alternatively, if you make research cheap, then you can battle spoilers using endgame tech like in Stormtrooper's COVID-19 campaign (https://aurora2.pentarch.org/index.php?topic=12283.0).
Title: Re: Suggestions Thread for v2.4.0
Post by: skoormit on May 24, 2024, 10:47:31 AM
On the Research tab, clicking the Assign New button will cause the project name to be appended with "(N)".

I suggest prepending it to the project name instead, to make it easier to find such projects when the list is long

Also, some projects have names that are so long that you can't see the appended part in the list.
Example: "Max Tracking Time for Bonus vs Missiles: 30 Second..."
Title: Re: Suggestions Thread for v2.4.0
Post by: Kiero on May 24, 2024, 11:50:52 AM
1) Some kind of Waypoint patterns would be great.
Exp. Evenly place X WPs at the radius of 7,7 m km starting at bearing 00.

or

2) Some "LOGO turtle drawing" for the order template. Where I could specify "Bearing" and a "Distance".
Exp.
Go at Bearing 00 for a Distance 7,7 m Km, then Launch Ready Ordnance.
Go at Bearing 1800 for a Distance 7,7 m Km.
Go at Bearing 1200 for a Distance 7,7 m Km, then Launch Ready Ordnance.
and so on...

So we could produce patterns like on bellow screen:

(https://cdn.discordapp.com/attachments/1108336106929397771/1243603878541263069/image.png?ex=665213dd&is=6650c25d&hm=96bd95d91913b24c266f83cd5e33c8c706ca0cbae5215180fe44e09f23a93d34&)
Title: Re: Suggestions Thread for v2.4.0
Post by: welchbloke on May 24, 2024, 02:40:19 PM
Also, some projects have names that are so long that you can't see the appended part in the list.
Example: "Max Tracking Time for Bonus vs Missiles: 30 Second..."

The same is true for the industry tab, it would be useful to be able to see the full text without it being appended - maybe a tooltip on hover over the text? I really struggle to work out which ship components I'm building sometimes!
Title: Re: Suggestions Thread for v2.4.0
Post by: skoormit on May 26, 2024, 05:06:45 AM
On the Movement Orders tab of the Naval Organization window, the "Delete Template" button and the "Delete" (fleet) button are right next to each other.
This positioning, despite the subsequent confirmation dialog, leads to me occasionally deleting a fleet when I intend to delete a template.

I think mistakes would be less likely if the second button were labeled "Delete Fleet."
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on May 26, 2024, 09:36:44 AM
On the Movement Orders tab of the Naval Organization window, the "Delete Template" button and the "Delete" (fleet) button are right next to each other.
This positioning, despite the subsequent confirmation dialog, leads to me occasionally deleting a fleet when I intend to delete a template.

I think mistakes would be less likely if the second button were labeled "Delete Fleet."

That button is used to delete whatever you have selected - Fleet, Ship, Squadron, Naval Admin Command, Sub-fleet or Shipping Line. I probably should modify the button label though when you click on different things.
Title: Re: Suggestions Thread for v2.4.0
Post by: Kaiser on May 27, 2024, 08:35:58 AM
I do not remember if it has been suggested, could it be possible to personalize the naval organization tab with different colours?

At some point, when there are many ships, fleets, sufleets and command, it became a little messy and my eyes fly around before I can individuate the ship/fleet I am looking for.

It would be great having the possibility to assign a given color to a specific fleet or ship.
Title: Re: Suggestions Thread for v2.4.0
Post by: skoormit on May 27, 2024, 08:57:22 AM
QOL Suggestion:

Naval Organization window, Fleet -> Movement Orders tab
Double clicking any order in the list of the fleet's current orders should remove all orders after that one (perhaps with a confirmation prompt).


Sometimes I need to trim a long list of orders back to a specific point.
Repeatedly clicking the Remove Last button is the only way to do it currently.
Sometimes that's a LOT of clicks, and sometimes a user overclicks and then has to re-create the unintentionally removed orders.
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on May 27, 2024, 09:59:57 AM
Request for a new fleet order: Begin Overhaul and Join Fleet

I often give ships orders to return to a planet and begin overhaul, and as soon as they arrive and I receive the interrupt event, I manually drag them to a holding fleet.
It would be great if I could do this with a single order and avoid all the extra interrupts and manual fiddling.

Added for v2.6.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on May 27, 2024, 10:41:31 AM
QOL Suggestion:

Naval Organization window, Fleet -> Movement Orders tab
Double clicking any order in the list of the fleet's current orders should remove all orders after that one (perhaps with a confirmation prompt).


Sometimes I need to trim a long list of orders back to a specific point.
Repeatedly clicking the Remove Last button is the only way to do it currently.
Sometimes that's a LOT of clicks, and sometimes a user overclicks and then has to re-create the unintentionally removed orders.

Seconded as I actually run into this issue often when I repeat a set of orders many times and find I miscounted or the conditions changed.
Title: Re: Suggestions Thread for v2.4.0
Post by: Kristover on May 27, 2024, 07:50:03 PM
If at all possible I would like the ability to move minerals with civilian ships in the same manner that we can move installations I.e. set an amount for pickup/delivery.  Mass drivers are great for intra-system mineral transport but it becomes tedious to transport minerals between systems - you have to rely on your own vessels for that.  I think it is logical and consistent to give civilians the ability to transport minerals and it would alleviate some of the current micromanaging for larger empires.  I would still build freighters for initial colonization and for restricted systems where I don’t want the civilians to go.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on May 27, 2024, 08:00:04 PM
If at all possible I would like the ability to move minerals with civilian ships in the same manner that we can move installations I.e. set an amount for pickup/delivery.  Mass drivers are great for intra-system mineral transport but it becomes tedious to transport minerals between systems - you have to rely on your own vessels for that.  I think it is logical and consistent to give civilians the ability to transport minerals and it would alleviate some of the current micromanaging for larger empires.  I would still build freighters for initial colonization and for restricted systems where I don’t want the civilians to go.

I think the last time this came up, the issue raised was how to configure the civilian AI so that the freighters aren't constantly running off to random rocks to pick up 25 tons of vendarite when you'd prefer them to ship 12,000 tons of gallicite from some important colony instead. One suggestion I made at the time was to give civilians a dedicated class of mineral haulers which are just small shuttles (say 5,000 tons capacity) instead of big hulking freighters, however this conflicts with the general trend to use larger ship types to reduce pathfinding/detection slowdown.

With the new colonist transport code, maybe something similar could be added for mineral shipping to resolve this, e.g., the payout for a mineral shipment is scaled by the fraction of the ship's hold that is filled, so civilians will only prefer to pick up minerals if there's enough of them to make a real profit.
Title: Re: Suggestions Thread for v2.4.0
Post by: Jorgen_CAB on May 28, 2024, 05:40:26 AM
Something that I really have wanted in the game for a very long time is the possibility to say double click on a system in the galactic map which then open the system map with that system.

I really want to use the Galaxy Map to orient myself around the world and not have to remember the name of all the systems and selecting them from the drop down list. This really would be a huge improvement in quality of life for me and likely for other people as well.

Currently double clicking on the system opens up the system view. Either make it so the System View open and the System map opens the system as well or add a button in the System view to focus the System Map on the selected system.

Likewise on the "Naval Organization" menu there is a "Select on Map" toggle switch... the issue I have with this is that it is not saved. Please make this toggle stick when I select it.

The best solution would likely be to add the same toggle to the "System View" menu as you have in the "Naval Organization" menu and make them stick when selected so it is automatically selected if you close the window if you selected it previously.

Both of these things would be a huge improvement for the navigation between windows for me.
Title: Re: Suggestions Thread for v2.4.0
Post by: skoormit on May 28, 2024, 06:41:18 AM
...Either make it so the System View open and the System map opens the system as well or add a button in the System view to focus the System Map on the selected system.

Or perhaps make it so that ctrl-click (or ctrl-doubleclick) focuses the System Map rather than opening the System view.
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on May 28, 2024, 06:57:02 AM
Something that I really have wanted in the game for a very long time is the possibility to say double click on a system in the galactic map which then open the system map with that system.

I really want to use the Galaxy Map to orient myself around the world and not have to remember the name of all the systems and selecting them from the drop down list. This really would be a huge improvement in quality of life for me and likely for other people as well.

Currently double clicking on the system opens up the system view. Either make it so the System View open and the System map opens the system as well or add a button in the System view to focus the System Map on the selected system.

Likewise on the "Naval Organization" menu there is a "Select on Map" toggle switch... the issue I have with this is that it is not saved. Please make this toggle stick when I select it.

The best solution would likely be to add the same toggle to the "System View" menu as you have in the "Naval Organization" menu and make them stick when selected so it is automatically selected if you close the window if you selected it previously.

Both of these things would be a huge improvement for the navigation between windows for me.

I've added the Tactical Map as an option to the existing right-click menu on the Galactic map, and also added the option to centre on fleets in the system.
https://aurora2.pentarch.org/index.php?topic=13463.msg169909#msg169909
Title: Re: Suggestions Thread for v2.4.0
Post by: skoormit on May 28, 2024, 07:26:57 AM
I've added the Tactical Map as an option to the existing right-click menu on the Galactic map, and also added the option to centre on fleets in the system.
https://aurora2.pentarch.org/index.php?topic=13463.msg169909#msg169909

Awesome!

Any chance you could force the new option to be first in the list? Sometimes my right-click lists are absolutely enormous.
Title: Re: Suggestions Thread for v2.4.0
Post by: skoormit on May 28, 2024, 07:38:43 AM
I often have a ship that I want to wait for a period of time, and then execute an order template.

Right now, I must give it a waiting order (move to current location, with an order delay), and then, when the waiting order completes, apply the order template.

It would be nice if, when the Order Delay field contains a non-zero value when applying an order template, that value gets added as a delay to the first order in the template.
Title: Re: Suggestions Thread for v2.4.0
Post by: Jorgen_CAB on May 28, 2024, 08:09:02 AM
Any chance you could force the new option to be first in the list? Sometimes my right-click lists are absolutely enormous.

Yes, it would be best if this option was always first in the list... a bit confusing to have it listed in alphabetical order with everything else.
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on May 28, 2024, 08:46:21 AM
I've added the Tactical Map as an option to the existing right-click menu on the Galactic map, and also added the option to centre on fleets in the system.
https://aurora2.pentarch.org/index.php?topic=13463.msg169909#msg169909

Awesome!

Any chance you could force the new option to be first in the list? Sometimes my right-click lists are absolutely enormous.

Yes, I have moved it to first,
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on May 28, 2024, 09:11:48 AM
On the Research tab, clicking the Assign New button will cause the project name to be appended with "(N)".

I suggest prepending it to the project name instead, to make it easier to find such projects when the list is long

Also, some projects have names that are so long that you can't see the appended part in the list.
Example: "Max Tracking Time for Bonus vs Missiles: 30 Second..."

(N) moved to the start.

I've also gone through the tech system list and shortened any name that doesn't fit on the Research tab. For example, its now "Max Tracking Time vs Missile...".
Title: Re: Suggestions Thread for v2.4.0
Post by: AlStar on May 30, 2024, 10:33:11 AM
Given by the number of posts that I've seen pop up, both on this forum and on Reddit, over the years; I think it might make sense to have any NPR that's currently marked as Neutral to automatically be set to Hostile when they open fire on your ships or kill a ground unit.

This should help curb at least one of the causes of the common message of "why can't I shoot back?"
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on May 30, 2024, 12:26:13 PM
Given by the number of posts that I've seen pop up, both on this forum and on Reddit, over the years; I think it might make sense to have any NPR that's currently marked as Neutral to automatically be set to Hostile when they open fire on your ships or kill a ground unit.

This should help curb at least one of the causes of the common message of "why can't I shoot back?"

I like the principle, but I think there's a lot of annoying "edge" cases where this wouldn't work.

Generally there are plenty of roleplay circumstances where you would want relations to remain nominally neutral after firing or being fired upon, which could range from warning shots fired at a scout or survey ship infringing your territory up to a conflict limited to only one or several systems but not a full-scale galactic war. In this case, automatically setting races to Hostile status can lead to some undesired expansion of the conflict, such as:
Note that shared bodies are particularly relevant in games with multiple player races, but also can be relevant in games with NPRs - particularly in cases with mixed player race and NPR starts in Sol, which is not an uncommon setup.

At the very least, it needs to be a toggled behavior which isn't something we have a lot of in the Aurora UI, and would likely cause just as many issues for the kinds of players who are likely to run into the above scenarios (e.g., NATO vs Soviet, "I shot at their survey ship, why are the Soviets invading Poland?" situations).

With the current behavior or with a new toggle switch, in either case the solution is "RTFM" and, since if we're being honest here the "FM" is not very readable maybe some better or more accessible documentation would be useful. That said, either way, it is a lesson a player learns once and then (usually) remembers for the next time.

P.S. Is this by any chance a suggestion motivated by recent events in the Blue Emu AAR @ Pdox forums? If so, I'd hesitate to draw a lot of conclusions from that experience, as Blue Emu is a great authAAR but really doesn't read the documentation very well and this is far from the first fairly basic error in understanding he's made in that AAR.
Title: Re: Suggestions Thread for v2.4.0
Post by: AlStar on May 30, 2024, 01:23:00 PM
With the current behavior or with a new toggle switch, in either case the solution is "RTFM" and, since if we're being honest here the "FM" is not very readable maybe some better or more accessible documentation would be useful. That said, either way, it is a lesson a player learns once and then (usually) remembers for the next time.
You bring up good points - I've never fooled around with multi-race or cohabitating with NPR starts, so didn't consider that.

Maybe just a warning in the log, then? "Ship XXX was fired upon by NEUTRAL alien race! We are currently holding fire as per rules of engagement." (or somesuch.)

I've been enjoying his AAR, but haven't read it in the last week or so; if he managed to get shot by filthy neutrals, then he's just another in the pile - I was actually reacting to a recent Reddit post.
Title: Re: Suggestions Thread for v2.4.0
Post by: Kaiser on May 31, 2024, 01:35:30 PM
Adding an informative event (without interruption) that a given ground troop has been unloaded/transported from a transport to a given planet.

This is useful especially for me when I am distributing several ground defensive troops in several places and it takes time for the transport to reach the destination and return (which I may forget), however what It would be important is the unloading info and that's missing.
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on June 01, 2024, 04:21:05 AM
Adding an informative event (without interruption) that a given ground troop has been unloaded/transported from a transport to a given planet.

This is useful especially for me when I am distributing several ground defensive troops in several places and it takes time for the transport to reach the destination and return (which I may forget), however what It would be important is the unloading info and that's missing.

Added for v2.6
Title: Re: Suggestions Thread for v2.4.0
Post by: nakorkren on June 01, 2024, 12:16:05 PM
Would it be possible to group "Neutral Contact Updates" by Race, e.g. "Neutral Contact Update: Vorpaller Conspiracy"? That way we could hide notifications for races we're not concerned about and not hide ones we're keeping an eye on?
Title: Re: Suggestions Thread for v2.4.0
Post by: Garfunkel on June 01, 2024, 12:47:11 PM
Please make "Show Civilian Lines" tick box remember its setting in the Fleet Window. When playing a game without civilian shipping lines, I want that first, automatically generated shipping line, to always be invisible. But since I always close the fleet window before progressing time, I have to untick that box every time.
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on June 01, 2024, 02:24:20 PM
Would it be possible to group "Neutral Contact Updates" by Race, e.g. "Neutral Contact Update: Vorpaller Conspiracy"? That way we could hide notifications for races we're not concerned about and not hide ones we're keeping an eye on?

That would require a separate event type for each race, which isn't how event types currently work.
Title: Re: Suggestions Thread for v2.4.0
Post by: Froggiest1982 on June 04, 2024, 07:12:30 PM
I know this may have popped from time to time, and a recent conversation has sparked again some sort of possible QOL work under the commander screen.

Would it be possible to grey out the commanders that have an assignment so that you don't have to find out the exact name and then scroll through the whole list?

I think this was a feature in VB6 already.
Title: Re: Suggestions Thread for v2.4.0
Post by: Kiero on June 05, 2024, 08:37:18 AM
In terms of a genetic modification:

- Species resistance to dangerous gases as a new field of study?
Title: Re: Suggestions Thread for v2.4.0
Post by: Louella on June 05, 2024, 01:01:47 PM
If at all possible I would like the ability to move minerals with civilian ships in the same manner that we can move installations I.e. set an amount for pickup/delivery.  Mass drivers are great for intra-system mineral transport but it becomes tedious to transport minerals between systems - you have to rely on your own vessels for that.  I think it is logical and consistent to give civilians the ability to transport minerals and it would alleviate some of the current micromanaging for larger empires.  I would still build freighters for initial colonization and for restricted systems where I don’t want the civilians to go.

I think the last time this came up, the issue raised was how to configure the civilian AI so that the freighters aren't constantly running off to random rocks to pick up 25 tons of vendarite when you'd prefer them to ship 12,000 tons of gallicite from some important colony instead. One suggestion I made at the time was to give civilians a dedicated class of mineral haulers which are just small shuttles (say 5,000 tons capacity) instead of big hulking freighters, however this conflicts with the general trend to use larger ship types to reduce pathfinding/detection slowdown.

With the new colonist transport code, maybe something similar could be added for mineral shipping to resolve this, e.g., the payout for a mineral shipment is scaled by the fraction of the ship's hold that is filled, so civilians will only prefer to pick up minerals if there's enough of them to make a real profit.

Maybe have something in the colony management screens, where you can set a colony to export or import minerals, and thresholds at which point shipping lines would pick up minerals ?

Small asteroid mines, you'd set them to "no import/export" and just mass-driver the minerals off the asteroid.

Larger colonies, you'd set "export minerals" and when there are enough minerals (above the threshold) to fill a cargohold, one civilian line will send a ship to pick up the minerals and transport them to the nearest colony set to "import minerals"

That way ships shouldn't be going to pick up random tiny amounts, and would instead only be travelling to colonies where there's enough minerals to fill the ship ?
Title: Re: Suggestions Thread for v2.4.0
Post by: samitch0754 on June 05, 2024, 07:34:41 PM
It would be nice if when selecting "Refuel" from a colony or hub, there was an option to select the number of Liters desired, similar to how you can set a minimum distance when selecting "move to".  Often I run into fuel shortages and trying to ration the production between all ships is pain because as it stands, when told to refuel ships will take the colony reserve down to zero.  You can then unload the fuel back down to the ships minimum set in the class designer, but that gets annoying quickly. 
Title: Re: Suggestions Thread for v2.4.0
Post by: Jovus on June 06, 2024, 08:13:14 PM
Apologies if this has already been covered, but this thread is now 27 pages long, so while I didn't find my suggestions via a couple searches, they might be there already.

First, right now if you're checking a research project field (e.g. Defensive Systems) ongoing projects in that field are coloured blue for ease of reference. This is awesome. Can we get projects in queue also coloured the same blue in that instance?

Second, less important, but if we click on an ongoing project or something in queue, could we have a similar highlight (either the same colour, overriding the first case, or a different colour if preferred) calling out everything in the same queue, including the current project if that isn't what was clicked?

This would make parsing multiple research queues visually easier.
Title: Re: Suggestions Thread for v2.4.0
Post by: gpt3 on June 07, 2024, 10:40:33 AM
Would it be possible to make the laser warhead focus techs have similar flavor text as their explosive warhead and beam-weapon equivalents? From an optics perspective, reducing wavelength should improve range for both reusable and bomb-pumped lasers, even if the two methods trigger lasing in completely different ways.

Current Warhead Tech NameCurrent Focus Tech NameSuggested Focus Tech Name
Gun-Type Fission Warhead: Strength: 2 x MSPLaser Warhead Focus - 10KInfrared Laser Warhead
Implosion Fission Warhead: Strength: 3 x MSPLaser Warhead Focus - 20KVisible Light Laser Warhead
Levitated-pit Implosion Warhead: Strength: 4 x MSPLaser Warhead Focus - 30KNear Ultraviolet Laser Warhead
Fusion-boosted Fission Warhead: Strength: 5 x MSPLaser Warhead Focus - 40KUltraviolet Laser Warhead
Two-stage Thermonuclear Warhead: Strength: 6 x MSPLaser Warhead Focus - 50KFar Ultraviolet Laser Warhead
Three-stage Thermonuclear Warhead: Strength: 8 x MSPLaser Warhead Focus - 60KSoft X-Ray Laser Warhead
Title: Re: Suggestions Thread for v2.4.0
Post by: wedgebert on June 07, 2024, 08:28:18 PM
I'm not sure you can make non x-ray bomb pumped laser. From my understanding, the nuclear explosion is what makes the x-rays and there are focusing rods that do their best to focus those x-rays into coherent beams before dying themselves.

It's not like a normal laser with a lasing medium and all that stuff
Title: Re: Suggestions Thread for v2.4.0
Post by: Andrew on June 08, 2024, 03:36:50 AM
Bomb pumped lasers do in fact use lasing rods which produce the laser pulse before they are destroyed. There are also reactor driven lasers where the lasing material is directly excited by the laser and so there the lasing rod is not seperate.
You can also produce 'shaped' or focused Nuclear initiations which for game purposes have a similar effect (Casaba Howitzer)

However the whole point of a bomb pumped laser is to get down to X-Ray or Near X-ray wavelengths as that has not been possible (last time I checked ) without wither reactor driven or Bomb pumped lasers.

Also worth mentioning that if we are being realistic the focus and wavelength techs are the wrong way round, the more energetic photons would do more damge while a larger focal array should let you keep the beam focused at a greater distance
Title: Re: Suggestions Thread for v2.4.0
Post by: wedgebert on June 08, 2024, 05:08:58 PM
Bomb pumped lasers do in fact use lasing rods which produce the laser pulse before they are destroyed.

Fair enough, I was mostly trying to point out that in a bomb-pumped laser, everything happens very fast and once and you're pretty much limited to x-rays as the lifespan of each rod isn't conducive to your standard amplification and controlled release that normal lasers use. The energy in a bomb-pumped laser only makes a single pass through the rod as its primarily x-rays which cannot be reflected.

Quote
There are also reactor driven lasers

Yes, but a nuclear reactor is a lot bulkier than a bomb. Not only do you have to have the reactor and laser system, you also need coolant and radiators to keep your reactor from overheating en-route to the target. These kinds of laser would be better suited to being ship (or drone) based than on an expendable platform like a missile.

Quote
...Casaba Howitzer

While cool, Casaba's are basically direct hit weapons. They rely on plasma and plasma likes to expand stupid fast and is easily deflected by magnetic fields. They're great for propulsion, but with a range in kilometers you can measure by counting on your fingers and toes, they're not every effective standoff weapons (although good for point defense)

Quote
Also worth mentioning that if we are being realistic the focus and wavelength techs are the wrong way round, the more energetic photons would do more damge while a larger focal array should let you keep the beam focused at a greater distance

Higher wavelength photons do diverge less given the same starting diameter. But it's also harder to focus higher wavelength photons so it's easier to have better focusing tech for a weaker laser which could give it a higher range in spite of its higher divergence.
Title: Re: Suggestions Thread for v2.4.0
Post by: Jovus on June 08, 2024, 08:57:34 PM
The new Organizations tab on the Ground Forces screen is awesome. I love it to pieces. Thanks so much, Steve.

Can we get a new button on the OOB tab, called "Create Org" that, when you click on it with a formation selected in the OOB, queries for a name and then creates a new org (with appropriate sub-nodes) based on the selected formation?
Title: Re: Suggestions Thread for v2.4.0
Post by: paolot on June 09, 2024, 10:13:14 AM
In the Industry-Construction list, is it possible to add a module that can convert automated mines into manned mines?
If I have AMs on Venus and other harsh sites, and then I wish to place in orbit a station housing people to work on the surface, I don't want to build new mines. But, at least some of the AMs can be converted to be used by workers.
Conversion rate could be 1 AM -> 1.8 mine, or so.
Title: Re: Suggestions Thread for v2.4.0
Post by: ChubbyPitbull on June 11, 2024, 11:30:20 AM
Small suggestion, but just ran into this.

Would it be possible to add another Warning to the Class Design window, where if a class if flagged as a Supply Ship but lacks cargo shuttles, the player is advised that they are needed to transfer MSP? Thanks!
Title: Re: Suggestions Thread for v2.4.0
Post by: Aloriel on June 11, 2024, 04:47:36 PM
Please add conditional orders for "fuel less than 55%" and "fuel less than 60%". Sometimes during a geosurvey, the body will move far enough away that 50% fuel won't get you back home, and sometimes your fuel source's orbit is in a bad position.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on June 11, 2024, 05:16:20 PM
Please add conditional orders for "fuel less than 55%" and "fuel less than 60%". Sometimes during a geosurvey, the body will move far enough away that 50% fuel won't get you back home, and sometimes your fuel source's orbit is in a bad position.

Also, on a conventional start with relatively short-ranged survey craft, it's possible for the increment to bring a survey craft under 50% fuel by several percent, so having a bit more margin would be valuable. Just a 60% order is probably fine to minimize UI clutter.
Title: Re: Suggestions Thread for v2.4.0
Post by: Gniwu on June 12, 2024, 12:52:16 PM
It's a completely trivial thing in terms of actual game impact, but I'd love it if it was possible to find more than one ruin from any given civilization.  The only mechanical difference would be that you wouldn't have to decipher their language after doing it the first time around, but that's still just a side show in the grand scheme of things, not a game-breaking advantage.  Having a little corner of your galaxy sprinkled with lost settlements of some forgotten civilization that might at one point have entertained ambitions not entirely unlike your own would be nice and give the game world a more lived-in feel.  Ruin frequency would remain unchanged from current levels, with the generation of another ruin for an existing extinct race (1) in the same system, (2) in a neighboring system, (3) in a system that's two jumps away being increasingly unlikely in that order.
Title: Re: Suggestions Thread for v2.4.0
Post by: Kiero on June 12, 2024, 12:54:46 PM
It is possible.

I have that in my game.
Title: Re: Suggestions Thread for v2.4.0
Post by: Andrew on June 12, 2024, 12:56:02 PM
It is fairly common for several ruins found near each other to be from the same civilisation. I am usually suprised when I find the first set of ruins which is different from the ones I have already found
Title: Re: Suggestions Thread for v2.4.0
Post by: Gniwu on June 12, 2024, 01:05:29 PM
Quote from: Andrew link=topic=13404. msg170131#msg170131 date=1718214962
It is fairly common for several ruins found near each other to be from the same civilisation.  I am usually suprised when I find the first set of ruins which is different from the ones I have already found

Wait, really? I thought they were always one-per-civ currently! Exactly how unlucky have I been??
Title: Re: Suggestions Thread for v2.4.0
Post by: skoormit on June 14, 2024, 01:47:45 PM
Exactly how unlucky have I been??

I'd say around -7 ALUs (Arbitrary Luck Units).
Title: Re: Suggestions Thread for v2.4.0
Post by: doodle_sm on June 14, 2024, 11:15:26 PM
Quote from: Andrew link=topic=13404. msg170131#msg170131 date=1718214962
It is fairly common for several ruins found near each other to be from the same civilisation.  I am usually suprised when I find the first set of ruins which is different from the ones I have already found

Wait, really? I thought they were always one-per-civ currently! Exactly how unlucky have I been??

-20 points, sorry dude :(
Title: Re: Suggestions Thread for v2.4.0
Post by: nakorkren on June 16, 2024, 12:36:54 AM
Diplomatically speaking you should get "credit" for being seen attacking an NPC's enemies. I.e. if the United States of Alice are at war with the Confederacy of Bob, and you see them fighting and attack Bob's ships, the USA should like you better. Maybe it could be set up as a large short-term boost (enough to make even a mild enemy temporarily not shoot at you for a few hours/days?) that wears off really quickly (or as soon as you next shoot at them) and a longer-term boost that wears off at the normal rate.

I'm suggesting this because in my current game I'm getting yelled at for being in an NPC's space while I'm fighting shoulder to shoulder with them to contain a pretty gnarly spoiler that, before I stepped in, was wrecking them. Not that I'm being entirely altruistic: I really don't want said spoiler to grow so big eating the NPC's wrecked fleet that I can't contain them later. But still, it'd be nice if they'd stop yelling at me to respect their property rights while I'm saving their bacon.
Title: Re: Suggestions Thread for v2.4.0
Post by: nakorkren on June 16, 2024, 12:40:39 AM
From what I remember from reading Steve's diplomacy change-log for C#, when NPCs consider your claim to a system, they weigh whether they've seen you have a large colony in that system, what tonnage of military ships they've seen there (or around in general), etc. Assuming they don't automatically "know" about your colonies in a system for the purpose of that check, could we get an option to "announce" the location of a colony to neutral/friendly NPCs, the same way we do for ships by activating the ship's transponder? That way you could say "Hey, I have this giant colony here that you haven't noticed because you never come to this side of the system, so respect my claim please."
Title: Re: Suggestions Thread for v2.4.0
Post by: Kaiser on June 16, 2024, 08:56:00 AM
I was thinking, I am very methodic, I like play slow and starting building big capital ships since the beginning of the game (even at conventional start) and then bigger and bigger which at some point takes time to have these ships ready (and this reflects the reality so all good), but, what could be added is the possibility to speed up the process in exchange of a good amount of money (lets be honest guys, we all have a lot of money at some point of the game) which simulate the war effort.

Let's say you are constructing a ship which would be completed in 2 years, we could think a button where in exchange of 10000 wealth, the completition is reduced of 5%. (These numbers are just an example).

The process could be used once or twice, depends of the length of construction or the ship size.

Smaller ships would benefit of one possibility only, while let's say, 60000t would be 3.

Also the cost could be different, with second, third and so on possibility to be much expensive then previous one to simulate the increasing wealth, need and possibility of the state.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on June 16, 2024, 09:34:30 AM
From what I remember from reading Steve's diplomacy change-log for C#, when NPCs consider your claim to a system, they weigh whether they've seen you have a large colony in that system, what tonnage of military ships they've seen there (or around in general), etc. Assuming they don't automatically "know" about your colonies in a system for the purpose of that check, could we get an option to "announce" the location of a colony to neutral/friendly NPCs, the same way we do for ships by activating the ship's transponder? That way you could say "Hey, I have this giant colony here that you haven't noticed because you never come to this side of the system, so respect my claim please."

NPRs do indeed have preternatural awareness of player colonies for this purpose (and, I think, only this purpose):
The NPR will base this on actual populations, not currently detected populations, as it is assumed you will provide the necessary evidence to back up your demand.
Essentially the system works as you suggest, "Hey, here's our colony, it's about yea big, go away please kthxbai."


I was thinking, I am very methodic, I like play slow and starting building big capital ships since the beginning of the game (even at conventional start) and then bigger and bigger which at some point takes time to have these ships ready (and this reflects the reality so all good), but, what could be added is the possibility to speed up the process in exchange of a good amount of money (lets be honest guys, we all have a lot of money at some point of the game) which simulate the war effort.

Let's say you are constructing a ship which would be completed in 2 years, we could think a button where in exchange of 10000 wealth, the completition is reduced of 5%. (These numbers are just an example).

The process could be used once or twice, depends of the length of construction or the ship size.

Smaller ships would benefit of one possibility only, while let's say, 60000t would be 3.

Also the cost could be different, with second, third and so on possibility to be much expensive then previous one to simulate the increasing wealth, need and possibility of the state.

We can already model this in practical terms by pre-building components with planetary industry, which works very well to simulate a "war economy" as we are diverting factory production away from long-term economic growth and towards short-term military buildup.

The problem with using wealth for this is that, IMO, wealth is an easy resource to have too much of, so this just becomes nearly-free fast building. IMO the current system works very well for this.
Title: Re: Suggestions Thread for v2.4.0
Post by: Kurt on June 16, 2024, 10:04:20 AM
Diplomatically speaking you should get "credit" for being seen attacking an NPC's enemies. I.e. if the United States of Alice are at war with the Confederacy of Bob, and you see them fighting and attack Bob's ships, the USA should like you better. Maybe it could be set up as a large short-term boost (enough to make even a mild enemy temporarily not shoot at you for a few hours/days?) that wears off really quickly (or as soon as you next shoot at them) and a longer-term boost that wears off at the normal rate.

I'm suggesting this because in my current game I'm getting yelled at for being in an NPC's space while I'm fighting shoulder to shoulder with them to contain a pretty gnarly spoiler that, before I stepped in, was wrecking them. Not that I'm being entirely altruistic: I really don't want said spoiler to grow so big eating the NPC's wrecked fleet that I can't contain them later. But still, it'd be nice if they'd stop yelling at me to respect their property rights while I'm saving their bacon.

Personally, I'm a Confederacy of Bob guy. 
Title: Re: Suggestions Thread for v2.4.0
Post by: Ultimoos on June 20, 2024, 03:26:27 AM
1. An informative event when supplies or fuel on colony goes below a set threshold.
2. For fleets to remember "Set Speed" when they finish overhaul. This is useful for patrol ships that go through routs on reduces speed to conserve fuel.
Title: Re: Suggestions Thread for v2.4.0
Post by: skoormit on June 20, 2024, 08:57:32 AM
1. An informative event when supplies or fuel on colony goes below a set threshold.
2. For fleets to remember "Set Speed" when they finish overhaul. This is useful for patrol ships that go through routs on reduces speed to conserve fuel.

Very nice QoL ideas!
Title: Re: Suggestions Thread for v2.4.0
Post by: Jovus on June 22, 2024, 11:26:26 AM
If you mount a turret to a hull with faster speed than the tracking speed of the turret, the speed of the weapon should be the speed of the hull, just as if it were hull-mounted. After all, the crew could just lock the turret and swing the ship.
Title: Re: Suggestions Thread for v2.4.0
Post by: paolot on June 22, 2024, 04:26:44 PM
If you mount a turret to a hull with faster speed than the tracking speed of the turret, the speed of the weapon should be the speed of the hull, just as if it were hull-mounted. After all, the crew could just lock the turret and swing the ship.

No. Inertia of the ships prevent this.
If you want to rotate several thousands of tons, the mass of a ship, you must spend enormous amount of energy; and the same quantity of energy must be spent to stop the rotation: it needs powerful motors.
The mass of a turret is much, much less than one of a ship, so it is much easier to rotate and stop a turret, and keep it aligned towards the target: just some gears are enough to do this.
Then, the speed of a ship can be achieved in a straigh line. While the tracking speed of a turret is the speed of its target, so this speed is turned into the rotation speed of the turret, which is easily manageable.
Title: Re: Suggestions Thread for v2.4.0
Post by: Andrew on June 22, 2024, 05:49:44 PM
I don't see why having a slower turret on a ship should be less effective than a fixed mount weapon after all it can just be locked in place. In fact I thought the tracking speed of a weapon was the faster of ship speed or turret speed then limited by the tracking speed of the dire control if that is lower.
 Why anyone would have a slow turret on a fast ship instead of the smaller fixed weapon I am not sure , maybe after an engine refit or something but it makes sense that you should get the the benefits of a faster ship, I suspect it has just never come up in a game Steve was playing
Title: Re: Suggestions Thread for v2.4.0
Post by: Jovus on June 22, 2024, 06:12:09 PM
No. Inertia of the ships prevent this.
If you want to rotate several thousands of tons, the mass of a ship, you must spend enormous amount of energy; and the same quantity of energy must be spent to stop the rotation: it needs powerful motors.
The mass of a turret is much, much less than one of a ship, so it is much easier to rotate and stop a turret, and keep it aligned towards the target: just some gears are enough to do this.
Then, the speed of a ship can be achieved in a straigh line. While the tracking speed of a turret is the speed of its target, so this speed is turned into the rotation speed of the turret, which is easily manageable.

This is, maybe, a nice justification for a design from first principles, but it's already the case in this game that hull-mounted weapons use ship speed as tracking speed.
Title: Re: Suggestions Thread for v2.4.0
Post by: doodle_sm on June 22, 2024, 06:47:13 PM
No. Inertia of the ships prevent this.
If you want to rotate several thousands of tons, the mass of a ship, you must spend enormous amount of energy; and the same quantity of energy must be spent to stop the rotation: it needs powerful motors.
The mass of a turret is much, much less than one of a ship, so it is much easier to rotate and stop a turret, and keep it aligned towards the target: just some gears are enough to do this.
Then, the speed of a ship can be achieved in a straigh line. While the tracking speed of a turret is the speed of its target, so this speed is turned into the rotation speed of the turret, which is easily manageable.

This is, maybe, a nice justification for a design from first principles, but it's already the case in this game that hull-mounted weapons use ship speed as tracking speed.

Jovus granted the public domain his addendum to the original suggestion
Quote from: Jovus
an alternative would be something off in the warnings corner that says "Hey numpty, you have a turret slower than your ship, are you sure you want that?"
just like we get a warning in that corner if we have a jump drive too small to jump itself
Title: Re: Suggestions Thread for v2.4.0
Post by: Garfunkel on June 23, 2024, 05:23:34 AM
Yeah that's a good suggestion - have a warning text pop up for it. It must be a really rare case because I don't remember anyone complaining about it ever before.
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on June 23, 2024, 06:39:53 AM
1. An informative event when supplies or fuel on colony goes below a set threshold.

Added for v2.6.
http://aurora2.pentarch.org/index.php?topic=13463.msg170258#msg170258
Title: Re: Suggestions Thread for v2.4.0
Post by: paolot on June 23, 2024, 01:45:32 PM
Is it possibble to add the date in the Galactic Map window?
Title: Re: Suggestions Thread for v2.4.0
Post by: SinisterMinister on June 25, 2024, 11:48:55 PM
Hi there.
Would it be possible to add an option to have a fleet automatically fire when a hostile NPR shows up? This would be most useful for JP defense fleets in particular. Also, an option similar to fleet fire at will, but with the minor difference that each ship targets a unique enemy.
Title: Re: Suggestions Thread for v2.4.0
Post by: Dutchling on June 26, 2024, 04:58:24 PM
In addition to the existing Boarding Combat Capability, a weaker/cheaper variant called (for example) Ship Combat/Defence Capability. This capability would only boost fighting in boarding actions (in the exact way Boarding Combat already does) without actually giving the unit the ability to board.

The idea here is to simulate naval infantry that is trained to defend their ship from enemy boarding actions without having any equipment or training to actually perform any such operation themselves.
Title: Re: Suggestions Thread for v2.4.0
Post by: nakorkren on June 26, 2024, 11:08:06 PM
Much how we assign PD modes, could we assign "Fire at will" to individual fire controls? This would reduce micromanagement as enemy ships move into/out of range or targets are destroyed e.g. when the enemy has lots of fighters.
Title: Re: Suggestions Thread for v2.4.0
Post by: nakorkren on June 26, 2024, 11:34:15 PM
Could we get a tag next to a ship's (or station's) name when it's under tow, something like "(Towed by XYZ)"? This would help make it more obvious when a ship is or isn't under tow.

I'm assuming this is possible since there's a tag added when a ship is in a squadron.
Title: Re: Suggestions Thread for v2.4.0
Post by: paolot on June 27, 2024, 04:27:40 PM
In the Summary tag and in the Enviroment tag of the Economics window, is it possible to add the information about the type of the selected body?
Not strictly necessary, but it's nice to know if you are looking at a comet, a moon, etc., without opening the System View window (that, by the way, has a different name: "System Generation and Display").
Title: Re: Suggestions Thread for v2.4.0
Post by: Coleslaw on June 28, 2024, 05:23:50 PM
Could we have an option in the Formation Templates tab to select which ground commander bonuses are favored for certain formations - similar to how we can select what types of governors colonies get - as well as set the default priority value of a formation - currently one has to manually set it per formation after construction. I find that oftentimes my formations get assigned commanders whose skillsets do not match the intended purpose of the formation.

In addition, I always find myself with an absurd amount of unassigned officers. I've personally never had an officer shortage on training level 5 except for maybe a very brief window early on during campaigns when (if) I conduct explosive growth. Should a higher Training Level of your empire not only reduce your intake of trained crew, but also reduce your intake of officers? Or perhaps, on training level 1 you get lots of poor officers, but ones with tiny/no political reliability bonuses (since there's no need to "pull strings" to get into the officer program when just about everyone is getting approved for it.) Whereas on higher training levels you get fewer but better officers with a much higher chance for larger political reliability bonuses (to model the inverse - a politically savvy officer pulling strings behind the scenes to get himself into the highly prestigious officer corps.) Alternatively, officers skills cap out depending on the training level of your empire - i.e., level 1 training = new officers can only start with a max 10% skill bonus, level 2 = 20%, etc.
Title: Re: Suggestions Thread for v2.4.0
Post by: serger on June 29, 2024, 07:59:16 AM
Change the mineral composition for Automated Mines from 240 Corundum to 120 Corundum + 120 Uridium for example, with the corresponding change for the Conversion task mineral cost.

The idea is, you do not add twice more digging equipment to make a mine automated, you add automation / remote control equipment instead.
Title: Re: Suggestions Thread for v2.4.0
Post by: nakorkren on June 29, 2024, 11:08:37 AM
Some QoL suggestions:

Title: Re: Suggestions Thread for v2.4.0
Post by: nakorkren on June 29, 2024, 12:10:47 PM
Presently microwave damage is constant regardless of weapon size or range; damage is always 1 for internal components or 3 for shields, maybe +1 damage per caliber increase. I propose having damage vs shields scale with weapon caliber, without changing damage vs internal components. This would boost microwaves as a niche weapon vs shielded opponents.
Title: Re: Suggestions Thread for v2.4.0
Post by: nakorkren on June 29, 2024, 03:42:02 PM
Intelligence gained from "Successful Espionage" messages is only available the instant you gain that intelligence. Once the message log runs over, you lose it forever. Could we get an additional tab in the Intelligence and Foreign Relations tab that records things you've learned via Espionage and the date it was learned (since in some cases it may no longer be relevant, like diplomatic relations between NPCs)?

Expanding that, it would be helpful to have a record of diplomatic messages sent by/to the NPC (e.g. they claimed System X and asked that we vacate immediately on this date, we claimed System Z on this date and they acknowledged, they granted us trade status, we granted them geo data, etc).
Title: Re: Suggestions Thread for v2.4.0
Post by: alex_brunius on June 30, 2024, 05:06:21 AM
For me it feels highly unrealistic that you can use 100% of all Construction Capacity on a single project, and currently me + alot of other players often use "houserules" or enforced restrictions on ourself to disallow it. At least for larger main colonies.


So what if you had to assign a Commander (Civilian Administrator) for each Construction Project similar to how we do with research and said Administrators Admin rating was used as a cap for how many of the total Cap % that could be allocated to the Project?

For this to work obviously dupliacte projects of the same installation would need to be blocked first.

If the % cap was x10 the Admin rating it means a Commander with rating 6 would have a max of 60% of the total BP of a colony available for the Construction Project, and a rank 1 only 10%. Half of that x5 for max of 30% could also work if you want it to be even more restrictive.

- The Civilian Administrator's Production Efficiency would boost production of all Installation
- The Civilian Administrator's Shipbuilding Efficiency would boost production of all Spacestations and Spaceship Components.

This would not impact Ordnance or Fighter production since they use separate BP pools from normally much smaller parts of the Industry and since it might add too much complexity, UI clutter and have a more negative gameplay impact to force them to be always split up.
Title: Re: Suggestions Thread for v2.4.0
Post by: alex_brunius on June 30, 2024, 09:15:36 AM
Add one more column in the minerals search/survey window for Totals (Similar as the Total displayed in Economics -> Mining tab)
- Search for Total Quantity
- Search for Total Accessibility


This would be great to quickly filter out interesting potential colonies with high total Quantity/Accessibility for Minerals
Title: Re: Suggestions Thread for v2.4.0
Post by: serger on June 30, 2024, 12:46:33 PM
For me it feels highly unrealistic that you can use 100% of all Construction Capacity on a single project, and currently me + alot of other players often use "houserules" or enforced restrictions on ourself to disallow it. At least for larger main colonies.

So what if you had to assign a Commander (Civilian Administrator) for each Construction Project similar to how we do with research and said Administrators Admin rating was used as a cap for how many of the total Cap % that could be allocated to the Project?

It's actually the same problem we've discussed in a neighbouring thread: production, the same as research, in Aurora is something like always-an-emergency.

Making a hard cap the same way as with research would be slightly better in my opinion then having no limits at all, yet there would be more problems:

1. When a production admin dies/retires/removed, the project will be dissolved the same as with research projects (for the same reason - zeroed cap). The player will need to remember what a project it was to restore it. Yet production projects are harder to memorize, because it's item and quantity, not just item.

2. There will be a scaling problem: make a cap absolute (in BPs) and it would be usually too large for the smaller colonies / slow starts and too small for the major ones / late game; make it relative (in percents of the colony production) and it's just strange why admin's abilities are changing depending on a planet.

Overall, I'm sure the level of micromanagement necessary will quickly freak up most of the players.

So, a better solution will be, again, diminishing returns. The bigger part of the colonial production you're directing towards "guns" - the more "butter-suitable" production chains you need to use for "guns" - the lesser production efficiency the project has. Simple to code, self-scalable, smoothes out the micromanagement problem.
Title: Re: Suggestions Thread for v2.4.0
Post by: kks on June 30, 2024, 02:24:03 PM
The best solution imho would be doing it like research or shipyard projects.

Each building/station/component/... gets added a fixed build time in addition to its cost. Which means a maximum construction you can put in it. If you have more BP you can build several items in parallel, as you can when doing ship construction(more slipways). If you have less, it takes longer to build, just like if you haven't enough labs for your scientist working on a project.

It also has no problems with scales. For a small colony, it is actually much more realistic to concentrate their efforts, for example on a new DSTS to have a warning system in place. A large homeworld would however have much more capacity than can be efficently used on one DSTS. It would have to spread its construction capacity on several projects(e.g many DSTS in parallel) to not run into overallocation problems.

While thinking about it, construction really is the only place it still works without an limit on speed? And GU recruitment, which mechanics I misremembered at first.
For science we have an limit by the administration level of the researcher, with shipbuilding we have a fixed build rate per shipyard and a ship can only build in one shipyard at a time.

However, this approach requires the player to think much more into the future. You can't simply pop a DSTS in front of the queue and have it build in a few days, if you find yourself lacking one. Which, in my mind is a plus.


Any system which allows to push more ressources than the usual into a project(e.g. in an emergency) to complete it faster with diminishing returns, could be on top. We however have no precedent of any such mechanic in Aurora yet, so that would be a major change in design philosophy imho.
Title: Re: Suggestions Thread for v2.4.0
Post by: alex_brunius on June 30, 2024, 02:29:47 PM
1. When a production admin dies/retires/removed, the project will be dissolved the same as with research projects (for the same reason - zeroed cap). The player will need to remember what a project it was to restore it. Yet production projects are harder to memorize, because it's item and quantity, not just item.

IMO That is just a question of clunky UI/mechanic design. Why not simply allow research (and if in this suggestion) Construction projects with no leaders and no bonuses?

Heck the UI could even show prior numbers of labs/% commited (target) somewhere if the leader dies and it is above the minimum capacity suddenly.

That in combination with proper interups to highlight what research (and construction) projects that are leaderless and need attention would make it easy to identify and rectify such problems. No need to remember anything when we have a database that is excellent at remembering 100% of all the things if we can just tell it to do so.
Title: Re: Suggestions Thread for v2.4.0
Post by: serger on June 30, 2024, 02:53:16 PM
Database remembers, code contains inevitable bugs. Steve is the only developer, so we need to suggest as simple-to-code solutions as it's possible. Saving previous caps and bonuses and new interrupts and hints is a bit too much to counter just a half of the awkwardnesses of this mechanics, I think.

Title: Re: Suggestions Thread for v2.4.0
Post by: paolot on June 30, 2024, 03:24:56 PM
When a scientist dies, I go through the available technologies to find the incomplete one. Only need to read the event of the death.
Then, in the Summary tab, if I find a building with decimal digits, I can decide if I wish to build some more.
Both, I can't see any need of UI modifications or explicit warnings, if I understand well the notes.
Title: Re: Suggestions Thread for v2.4.0
Post by: wedgebert on June 30, 2024, 04:14:03 PM
Here was my idea to help with the research queues being lost on scientist death that could be modified to also work with the construction efficiency being discussed.

Basic version:

All creation of either a Research Plan or a Research Center. The former is an abstract idea (like a fleet) while the latter is an actual building you construct, but they work identically. They have


Basically it works like research queues do now, but the queue is assigned to the plan/center rather than the scientist. If the scientist dies, the center idles (with a notification) until a new scientist is assigned to it. If the new scientists cannot manage the labs assigned, the excess are unassigned, ready to be used elsewhere.

The same thing could work with construction, only with the different officer type.



Immersive version:

When a new scientist/builder is assigned, the research/construction bonus is set back to 0%. Then every construction cycle, it increases by X% such that after 5 years (or whatever), it will be the full bonus for that officer. This represents all the normal "new job" acclimatation (learning the new facilities, hiring/training new junior staff, bending the bureaucracy to your whims, etc)

However you can also assign a 2nd officer as a protege/apprentice. They don't provide any bonuses to research/construction, but they start that timer as soon as they're assigned. So, if the lead scientist dies after only four years, the protege is already 80% ready of the way to full capacity.
Title: Re: Suggestions Thread for v2.4.0
Post by: Kaiser on July 01, 2024, 12:57:57 AM
Would it be possible to insert ground troops insigna? It would add a lot of flavour to gameplay having our space divisions with different graphic insigna + I think it would help someohow to reduce the visual amount of information and mess related to the ground troop  :)
Title: Re: Suggestions Thread for v2.4.0
Post by: ChubbyPitbull on July 01, 2024, 02:27:18 PM
Suggestion for Orbital Mining automation, right now there is a Standing Order "Move to Asteroid Mineral Source." However, once this Standing Order is complete, Orbital Mining cannot commence without the player also creating a population on whatever asteroid the fleet chose. This requires the player to either check Events to see where the fleet ended up and create the colony each time an asteroid is emptied, create colonies on every mineral asteroid in the system before commencing orbital mining, or to manually choose asteroids and targets and not get to benefit from any automation.

It would be nice to have the following:

1. A Standing Order "Move to Orbital Mining Source (Create Pop If None)" - Fleet will choose an orbital-mining-compatible system body, move to it, and if a player pop does not already exist, create one to start collecting minerals. If a player pop already exists, start mining to that pop.
2. A Conditional Order "Orbital Mining Body Mineable Depleted" - If a fleet is already in orbit of a System Body that can be Orbital Mined, and all minerals on the Body have been mined, the fleet can then execute #1 automatically. This would allow one fleet to go body-by-body in a System creating populations and mining automatically, for a cargo ship to later sweep through and collect.


Thanks!
Title: Re: Suggestions Thread for v2.4.0
Post by: Froggiest1982 on July 01, 2024, 06:15:53 PM
Starting to wonder, how far are we from implementing the 3rd conditional order?

;D ;D ;D ;D ;D

I like to throw in a random curveball from time to time.

Seriously though, is this something that could ever happen? I'm unsure about the complexity of the code or if you can simply paste and copy the functions.

One thought crossed my mind: perhaps it could only be usable by the player from the beginning? This should streamline the coding and also help with inevitable bug fixes, making the implementation on NPR smoother and potentially faster at some point.
Title: Re: Suggestions Thread for v2.4.0
Post by: Alsadius on July 02, 2024, 12:28:49 PM
Starting to wonder, how far are we from implementing the 3rd conditional order?

Heck, I'd be happy with two if there was also a "Don't notify me when you run out of things to do" setting somewhere. I want to be able to set survey ships to go by themselves, without needing to turn off the conditional orders every time they finish surveying a system before the jump point is stabilized. (I don't yet use jump-capable scouts in my current game).

Or perhaps an order of "Pause conditional orders", where the conditionals pick up again if the fleet ever gets another order. Or a checkbox for conditionals being active. I'm flexible about details, really.
Title: Re: Suggestions Thread for v2.4.0
Post by: paolot on July 03, 2024, 05:20:53 PM
In the Galactic Map, in the Overview tab, I would like to recognize the JPs having a jump gate.
A different color of the name or of the dot in the mini-map, or a label next the name.
In this way, it's just evident where a stabilisation ship is needed, without opening each system map.
Title: Re: Suggestions Thread for v2.4.0
Post by: Alsadius on July 03, 2024, 06:37:56 PM
In the Galactic Map, in the Overview tab, I would like to recognize the JPs having a jump gate.
A different color of the name or of the dot in the mini-map, or a label next the name.
In this way, it's just evident where a stabilisation ship is needed, without opening each system map.

That already exists - the line connecting systems is yellow if it's stabilized, and green if it's not. (It needs to be stabilized in both directions to go yellow, but tbh that's usually what I want to know.)
Title: Re: Suggestions Thread for v2.4.0
Post by: paolot on July 03, 2024, 07:57:00 PM
...

That already exists ...

I mean in the list on the left (or in the mini-map there), not between the systems in the map.
Title: Re: Suggestions Thread for v2.4.0
Post by: alex_brunius on July 04, 2024, 03:44:15 AM
It would be nice to have systems sorted by importance/population size when using the "Autoroute to system" option (similar to how bodies inside a system are sorted with Colonies on top). When you reach 100/200+ systems the list starts to get pretty long, and "Sol" tend to get filtered far far below all the numbered systems  ::)

I probably could rename key systems as a workaround but I prefer to not do that since it looks smegty.
Title: Re: Suggestions Thread for v2.4.0
Post by: Garfunkel on July 04, 2024, 05:59:58 AM
You should probably at least name the systems that start their name with numbers as those are extra confusing.
Title: Re: Suggestions Thread for v2.4.0
Post by: Alsadius on July 04, 2024, 07:28:10 AM
I mean in the list on the left (or in the mini-map there), not between the systems in the map.

Ah, misread you. Agreed, that'd be nice.

It would be nice to have systems sorted by importance/population size when using the "Autoroute to system" option (similar to how bodies inside a system are sorted with Colonies on top). When you reach 100/200+ systems the list starts to get pretty long, and "Sol" tend to get filtered far far below all the numbered systems  ::)

I probably could rename key systems as a workaround but I prefer to not do that since it looks smegty.

FWIW, putting a symbol like * in front of the name will sort it to the top of the list, and IMO doesn't look that bad. But if Steve can find a decent way to give us the option to sort by population, I wouldn't complain.

You should probably at least name the systems that start their name with numbers as those are extra confusing.

This actually makes me think of another suggestion on that front - in the Rename System button, it'd be nice to be able to auto-pick a name from the selected theme list. Should hopefully be easy for him to add a button like that.
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on July 04, 2024, 08:12:42 AM
This actually makes me think of another suggestion on that front - in the Rename System button, it'd be nice to be able to auto-pick a name from the selected theme list. Should hopefully be easy for him to add a button like that.

There is one - its called Select Name.
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on July 04, 2024, 08:46:38 AM
It would be nice to have systems sorted by importance/population size when using the "Autoroute to system" option (similar to how bodies inside a system are sorted with Colonies on top). When you reach 100/200+ systems the list starts to get pretty long, and "Sol" tend to get filtered far far below all the numbered systems  ::)

I probably could rename key systems as a workaround but I prefer to not do that since it looks smegty.

Added for v2.6
http://aurora2.pentarch.org/index.php?topic=13463.msg170494#msg170494
Title: Re: Suggestions Thread for v2.4.0
Post by: alex_brunius on July 04, 2024, 08:50:16 AM
That's brilliant, even showing number of Automines/DSTS in the system!! :o ;D ;D

Edit:
Although CMC systems probably won't show up normally since they require a population of at least 10m to spawn unless this is outdated:
"That system body must be in a system with at least one population of ten million and..."
https://aurora2.pentarch.org/index.php?topic=8495.msg110347#msg110347
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on July 04, 2024, 09:10:56 AM
In the Galactic Map, in the Overview tab, I would like to recognize the JPs having a jump gate.
A different color of the name or of the dot in the mini-map, or a label next the name.
In this way, it's just evident where a stabilisation ship is needed, without opening each system map.

Added for v2.6
http://aurora2.pentarch.org/index.php?topic=13463.msg170497#msg170497
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on July 04, 2024, 09:12:06 AM
That's brilliant, even showing number of Automines/DSTS in the system!! :o ;D ;D

Edit:
Although CMC systems probably won't show up normally since they require a population of at least 10m to spawn unless this is outdated:
"That system body must be in a system with at least one population of ten million and..."
https://aurora2.pentarch.org/index.php?topic=8495.msg110347#msg110347

Populated systems are shown first, followed by those that don't have populations but do have automated mines, CMC, etc.
Title: Re: Suggestions Thread for v2.4.0
Post by: nakorkren on July 04, 2024, 11:40:06 AM
Some proposed tweaks for the Galactic map.

Title: Re: Suggestions Thread for v2.4.0
Post by: Garfunkel on July 04, 2024, 07:56:13 PM
I never play with those things permanently on. I toggle them on and off to get a quick overview of what the situation vis-a-vis exploration or whatever is.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on July 04, 2024, 10:10:15 PM
I never play with those things permanently on. I toggle them on and off to get a quick overview of what the situation vis-a-vis exploration or whatever is.

Seconded. I prefer the current circles because they are easy to see at a glance when turned on. I only leave 2-3 on all the time, the rest I just toggle to check for something.
Title: Re: Suggestions Thread for v2.4.0
Post by: Kaiser on July 05, 2024, 01:30:07 AM
Since how the civilian ships work has been reformed, I bring up a something I believe It was suggest in the past and so making possible for the civilian ships to create convoys instead of having hundreds of single ships travelling on their own, this in turn may have the following benefits:

1) The civilian ships will not depart upon the need to bring goods and people, but based on the possibility of create a convoy (and/or a combination of both) which will slow down the entire sector and so the civilian income and creation of new ships.

2) It will be more realistic, civilian ships travel in groups regardless if they are at sea or in space (I guess :P), still It would be possible to see lonely civilian ships travelling to add more variery.

3) This will give the possibility for the player to create escorts, which is nice for RP purposes as well as for the gameplay with the raiders not having easy life anymore, at some point there are too many civilian ships, escorting 1 by 1 is impossible and would not make any sense rather then a 10+ ships convoy.

4) It will help to reduce the map cluttering (maybe even performance improving?)

What do you think?
Title: Re: Suggestions Thread for v2.4.0
Post by: alex_brunius on July 05, 2024, 01:58:31 AM
Populated systems are shown first, followed by those that don't have populations but do have automated mines, CMC, etc.
Yes, that was my point. :) The only situation a CMC system without population can exist should be if that population was wiped out after the CMC was spawned, so it would almost never be shown.

It's not a complaint just a reflection from a player perspective and might even be good code architecture if your able to reference the same code as for system bodies, and it's pretty unlikely to be hurting performance enough to spend time to remove.
Title: Re: Suggestions Thread for v2.4.0
Post by: nakorkren on July 06, 2024, 12:08:40 AM
When NPCs recognize a ship of yours as a threat and ask that it leaves the system, could they include WHY the ship is considered a threat? I.e. it is above 10k tons, has military engines, has active sensors, etc? I believe those are the three things that prevent diplomatic ships from being recognized, and it would be really useful for newer players to get some sort of feedback that explains why their diplomatic ships keep causing a diplomatic ruckus.

E.g. "The Empire of Mushrooms has sent a message to Diplomacy Is Just Wind suggesting that our forces leave System ABC in the near future as this system lies within their territory and Diplomacy Is Just Wind has been observed using active sensors and hence has been classified as a threat. Origin of the message was blah blah blah."
Title: Re: Suggestions Thread for v2.4.0
Post by: Gram123 on July 06, 2024, 03:10:39 AM
Could we have System number shown in the Galactic map? I'm pretty sure it was possible to display in VB Aurora a long time ago. Could possible require Spacemaster active, if its considered info that should not be available to the regular player.
Title: Re: Suggestions Thread for v2.4.0
Post by: nakorkren on July 06, 2024, 11:00:08 AM
Now that ranged defensive fire/area PD is useful again due to the (re?)introduction of laser warheads, can we have an additional option when designing STO units to pick between "Final Defensive Fire PD" or "Area PD"? Right now there's only one toggle, and you either get short range high speed or long range low speed, but you can't get both which is needed for ranged/area PD.
Title: Re: Suggestions Thread for v2.4.0
Post by: nakorkren on July 06, 2024, 12:03:51 PM
Can we please have a direct unload to Ark ship command? From the 2.0.0 change log:

Quote
Any ship loading or unloading colonists will interact only with the surface population, although the ship with Ark Modules could load colonists that a different ship has just unloaded. Depending on playtest, I may also add load/unload colonist orders that have an Ark ship as a target, although I suspect this would be seldom used in practice. Ark Modules will more likely load colonists once and then retain them indefinitely (with the exception being an orbital colony that builds its own Ark ships).

As the population in Ark modules is awake and functional, there will be some population growth if there is space capacity. This growth will be at an annual rate of 5% x (Space Available / Total Capacity). For example, if an Ark Ship is only carrying 75% of capacity, the annual pop growth will be 1.25%. Available space is likely to be a rare situation, but it could happen after damage and repair, or if an Ark loads a surface population less than its capacity.

I have run into just that situation. In my current game, I found a Venusian world rich with minerals that I want (nay, need!) to mine. I towed a few Ark ships to provide a base population capacity, then brought in mines and construction factories and some construction brigades, then manufactured a Spaceport on site. Now I have sufficient capability at the planet to manufacture Ark ships in-situ, which is awesome! However, they don't fill up very fast from natural growth, so I want to bring in colonists. I can't unload colonists from cryo ships directly to the Ark ships, so I have to unload them onto the planet surface where a bunch of them (~5%) die before the Ark ships can bring them back up. I may be a heartless monster to my enemies, but I'd really like not to murder my own colonists :)
Title: Re: Suggestions Thread for v2.4.0
Post by: nakorkren on July 06, 2024, 03:20:58 PM
When viewing a ship class that is locked, if you click on a component it causes a pop-up message that you can't edit a locked class. That's fine, but it prevents you for viewing the details of the component in the lower right window. Instead you have to go find it in the component browser.

Could the code be changed to update the component details in the window to the component you selected and THEN display the pop-up about not being able to edit locked classes?
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on July 06, 2024, 04:16:12 PM
When viewing a ship class that is locked, if you click on a component it causes a pop-up message that you can't edit a locked class. That's fine, but it prevents you for viewing the details of the component in the lower right window. Instead you have to go find it in the component browser.

Could the code be changed to update the component details in the window to the component you selected and THEN display the pop-up about not being able to edit locked classes?

Seconded, Steve please I am begging you
Title: Re: Suggestions Thread for v2.4.0
Post by: kyonkundenwa on July 06, 2024, 07:08:32 PM
When viewing a ship class that is locked, if you click on a component it causes a pop-up message that you can't edit a locked class. That's fine, but it prevents you for viewing the details of the component in the lower right window. Instead you have to go find it in the component browser.

Could the code be changed to update the component details in the window to the component you selected and THEN display the pop-up about not being able to edit locked classes?

Seconded, Steve please I am begging you

I would rather the message pop up when I double-click, as in, I have actually made a mistake and am attempting to add or remove a component from a locked class.
Right now it's a "nuisance" message that I consciously ignore while unconsciously moving the mouse to the "copy class" button so I don't have to find the component in the components list.
Title: Re: Suggestions Thread for v2.4.0
Post by: nakorkren on July 06, 2024, 09:55:14 PM
Quote
Right now it's a "nuisance" message that I consciously ignore while unconsciously moving the mouse to the "copy class" button so I don't have to find the component in the components list.

That's exactly what I do... I copy the class. Didn't realize anyone else had that tic too. When updating a class it's easiest to review the components in the old class, otherwise you have to go look up a bunch of components in different places in the components tree. Really hope this is an easy code change.
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on July 07, 2024, 04:09:04 AM
Seems like a popular suggestion :)

I've changed it so that the 'locked' message only occurs on a double-click.
Title: Re: Suggestions Thread for v2.4.0
Post by: Kurt on July 07, 2024, 02:46:14 PM
Minor ask, but I'd like to be able to name my administrator ranks.  For example, instead of Administrator rank 9, I'd like to be able to rename it "Emperor". 
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on July 07, 2024, 03:28:23 PM
In the Shipyards tab, could we get a vertical whitespace buffer between naval, commercial, and repair yards, to make it a bit easier to visually parse this screen?
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on July 07, 2024, 04:40:12 PM
Minor ask, but I'd like to be able to name my administrator ranks.  For example, instead of Administrator rank 9, I'd like to be able to rename it "Emperor".

There is only a single administrator rank. They are just organized by admin rating on the commander window..

It is still possible to do something on these lines, but it is more involved than a rename. I would have to create a new set of name types and associate them with a commander bonus, rather than a rank.
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on July 07, 2024, 04:48:01 PM
In the Shipyards tab, could we get a vertical whitespace buffer between naval, commercial, and repair yards, to make it a bit easier to visually parse this screen?

Like this?

(http://www.pentarch.org/steve/Screenshots/ShipyardBlankLine.png)
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on July 07, 2024, 04:51:13 PM
In the Shipyards tab, could we get a vertical whitespace buffer between naval, commercial, and repair yards, to make it a bit easier to visually parse this screen?

Like this?

(http://www.pentarch.org/steve/Screenshots/ShipyardBlankLine.png)

Beautiful!  ;D
Title: Re: Suggestions Thread for v2.4.0
Post by: Kaiser on July 07, 2024, 05:02:33 PM
Now I want the new patch just to try the emotion of the new shipyards division   ;D
Title: Re: Suggestions Thread for v2.4.0
Post by: KriegsMeister on July 07, 2024, 08:34:41 PM
Could we get a new installation type: Planetary Hangars. The quick addition would be functionally a clone of Maintenance Facilities that only work on Fighters. Benefits being an increased capacity (at least double the current maintenance tech, possibly higher) and reduced cost, at the drawback of again being limited to ships with the Fighter tag and possibly 0 MSP production. A secondary function that could be added is reducing the signature of supported ships in the same vane as ground forces fortification.
Title: Re: Suggestions Thread for v2.4.0
Post by: L0ckAndL0ad on July 08, 2024, 02:06:25 AM
I have two suggestions for Assign # functionality and box launcher QOL:

1) Make the Assign # disregard box launchers that are currently reloading (spent). It does not see a difference between lauch-ready and spent launchers currently. And since you can't drag & drop while scrolling the list, it's tricky to find usable launchers when there's a lot of them.
2) Create Salvo Size for offensive missile FCS setting. Goal: assigning all offensive box missile launchers to MFC and setting a salvo size, you won't have to shuffle launcher assignments around anymore. Say, I have 100 launchers, and want to use 20 per salvo. This way would also allow less micro for Fire At Will.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on July 08, 2024, 12:45:10 PM
Allow ships to be built into naval admin commands.

Instead of being built to a target fleet, new ships could have the option to be built to a naval admin command. Once built, they would be formed into a single-ship fleet with the ship name (the same way detaching a single ship from an existing fleet currently names the new fleet) which is placed under that admin command.

This would help manage some of the micromanagement involved with managing shipbuilding for large empires, since building into a Shipyard Fleet still requires clicking to detach and scrolling + dragging the detached ship to the proper place in the hierarchy, which can be tedious for ships intended to operate alone (e.g., survey ships, tankers, stabilization ships, industrial ships which will be immediately redeployed, etc.)

I would suggest that admin commands be color-coded as green in the shipyard drop-down menu to make it easier to parse the list of fleets and commands.
Title: Re: Suggestions Thread for v2.4.0
Post by: Garfunkel on July 08, 2024, 07:18:10 PM
My semi - annual request for ground force unit/formation/organization import/export function, preferably both with technology sensitivity and not.
Title: Re: Suggestions Thread for v2.4.0
Post by: alex_brunius on July 09, 2024, 01:12:18 AM
Allow ships to be built into naval admin commands.

Instead of being built to a target fleet, new ships could have the option to be built to a naval admin command. Once built, they would be formed into a single-ship fleet with the ship name (the same way detaching a single ship from an existing fleet currently names the new fleet) which is placed under that admin command.

This would help manage some of the micromanagement involved with managing shipbuilding for large empires, since building into a Shipyard Fleet still requires clicking to detach and scrolling + dragging the detached ship to the proper place in the hierarchy, which can be tedious for ships intended to operate alone (e.g., survey ships, tankers, stabilization ships, industrial ships which will be immediately redeployed, etc.)

I would suggest that admin commands be color-coded as green in the shipyard drop-down menu to make it easier to parse the list of fleets and commands.

My legions of 50+ Survey & Scout Ships manually detached into single ship fleets and moved to appropriate Admin Commands would greatly appreciate this QoL suggestion!  ::)
Title: Re: Suggestions Thread for v2.4.0
Post by: alex_brunius on July 09, 2024, 03:33:01 AM
Replying here to not take the Fighter threat Offtopic.


I've been using 1000 and 2000 ton fast interceptors with a particle beam/lance in previous games. I'm likely to create a spinal laser equivalent in my current campaign. The weapon failure rules make them a little less powerful than they were.

Anything that makes combat more unpredictable and cause attrition/logistic costs as well as discourage "exploity" behavior like "kiting" is great features in my book as it make the universe feel alot more plausible and realistic.

Some Sci-Fi ideas to go further this line (as we are in the suggestion forums and you know I love brainstorming  ::)):
- Ability to design "unstable" beam weapons. Maybe smaller size or cheaper cost or faster reload VS chance to cause secondary explosions like reactors AND much higher chance for weapon failures.
- Friendly fire targeting, small chance that untrained crew can lock on and fire at a friendly target in chaos of beam combat.
- Overboosting engines, chance to be damaged every 5 sec vs temporary speed boost, encouraging to be used by ships that are in hopeless desperate situations anyways.
- Accidental collisions using ramming damage (very small chance but can happen in fights of 100+ ships at "point blank 10000km" range/beam fighters).
- Random component failures in combat. Certain components like FCs/Weapons/Shields/Sensors/ECM can randomly fail and stop working for 30-90 seconds during combat (when any weapon is firing or ship takes damage), promoting redundant designs.
- Construction flaws. Military Ships are built with random flaws that get reduced the more of them are constructed, making Capital ships feel a bit unique. The flaws should be listed in design and never mean loss of capability but just a minor degradation of performance (-5/10% speed, -1/2 layers armour, -5/10% shield strength, +20/40% higher EM or Thermal emissions, -10/20% Sensor range, +20/40% longer reload time of shields)
Title: Re: Suggestions Thread for v2.4.0
Post by: Kiero on July 09, 2024, 03:56:16 AM
In Commanders window, an ability to display only "Story Characters"
Title: Re: Suggestions Thread for v2.4.0
Post by: Alsadius on July 09, 2024, 07:26:41 PM
In the Commanders window, when we're trying to pick new commanders for ships, can we get a checkbox somewhere to only display unassigned commanders? I'm setting up my initial fleet right now, so I have no desire to reassign anyone, and I've got to do a lot of scrolling to find the available candidates.
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Zax on July 10, 2024, 01:00:06 AM
In the Commanders window, when we're trying to pick new commanders for ships, can we get a checkbox somewhere to only display unassigned commanders? I'm setting up my initial fleet right now, so I have no desire to reassign anyone, and I've got to do a lot of scrolling to find the available candidates.

Yeah! This used to be in VB but it's gone now. I miss it
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on July 10, 2024, 05:09:26 PM
Allow ships to be built into naval admin commands.

Instead of being built to a target fleet, new ships could have the option to be built to a naval admin command. Once built, they would be formed into a single-ship fleet with the ship name (the same way detaching a single ship from an existing fleet currently names the new fleet) which is placed under that admin command.

This would help manage some of the micromanagement involved with managing shipbuilding for large empires, since building into a Shipyard Fleet still requires clicking to detach and scrolling + dragging the detached ship to the proper place in the hierarchy, which can be tedious for ships intended to operate alone (e.g., survey ships, tankers, stabilization ships, industrial ships which will be immediately redeployed, etc.)

I would suggest that admin commands be color-coded as green in the shipyard drop-down menu to make it easier to parse the list of fleets and commands.

Added for v2.6.

The dropdowns are bound lists, with one data type in them. So the fleet dropdown contains a list of fleet objects. Rather than create a new object that can be either, I have created two dropdowns that will swap in and out when you select them. This also avoids any confusion when fleets and admin commands have the same names - as happens often in my games :)

https://aurora2.pentarch.org/index.php?topic=13463.msg170599#msg170599
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on July 10, 2024, 05:37:44 PM
Thanks Steve!

I think for now it is fine for fighter and space station construction to not have this feature since it is rarely needed. Fighters usually are grouped into squadrons or fleets, and space stations usually get tugged into position.
Title: Re: Suggestions Thread for v2.4.0
Post by: Alsadius on July 10, 2024, 07:54:39 PM
This one's a bit out of left field, but would it be possible to lock Aestusium and Frigusium behind technologies? Starting tech feels pretty real-world realistic in most cases, but those two magic gases are available right at game start, and that feels too easy to me. Nothing too crazy, maybe 5k RP each, but a bit of a speed bump. (Plus, it'd fill out the Biology tech tree a bit.)

Also, is there a reason why water vapor isn't a greenhouse gas? If that causes mechanical issues, that's fine, but otherwise I think that might make a good safe greenhouse gas for us to crank out in the early game, to make up for the lack of Aestusium. It's certainly a powerful warming agent IRL. CO2 plus H2O is probably enough for Mars and Luna to get habitable if H2O is turned into a GHG, and it'll at least make a dent in the CCs for the moons of Jupiter and Saturn.

(And while we're playing around with mechanics here, maybe make sulfur dioxide an anti-GHG? Again, it certainly is IRL, and it'll add a few options for terraforming.)
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on July 11, 2024, 04:58:27 AM
This one's a bit out of left field, but would it be possible to lock Aestusium and Frigusium behind technologies? Starting tech feels pretty real-world realistic in most cases, but those two magic gases are available right at game start, and that feels too easy to me. Nothing too crazy, maybe 5k RP each, but a bit of a speed bump. (Plus, it'd fill out the Biology tech tree a bit.)

Also, is there a reason why water vapor isn't a greenhouse gas? If that causes mechanical issues, that's fine, but otherwise I think that might make a good safe greenhouse gas for us to crank out in the early game, to make up for the lack of Aestusium. It's certainly a powerful warming agent IRL. CO2 plus H2O is probably enough for Mars and Luna to get habitable if H2O is turned into a GHG, and it'll at least make a dent in the CCs for the moons of Jupiter and Saturn.

(And while we're playing around with mechanics here, maybe make sulfur dioxide an anti-GHG? Again, it certainly is IRL, and it'll add a few options for terraforming.)

The 'magic' gases were added because there are no good options for real GH and AHG gases. CO2, Methane, SO2, etc. are all dangerous gases, so even if you terraform a planet, it will still be CC2+.

Water Vapour is the only one that isn't, but it is involved in the evaporation and condensation cycle, so it will quickly exit the atmosphere in most cases.

I could make the 'magic' gases researchable, although I would probably reduce the cost of terraforming modules as well to make sure that terraforming isn't too expensive. I understand the point though about them being not real world at the start.
Title: Re: Suggestions Thread for v2.4.0
Post by: alex_brunius on July 11, 2024, 05:11:01 AM
Might be worth thinking about some other ways to allow techs to more effectively manipulate temperatures as well.

I'm lacking scientific knowledge here, but for me it feels highly plausible that advanced Sci Fi techs would allow for more efficient compounds, addatives or other means increasing the greenhouse effect (besides the current techline to just increase how quickly gases can be released into the atmosphere).
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on July 11, 2024, 06:20:51 AM
Might be worth thinking about some other ways to allow techs to more effectively manipulate temperatures as well.

I'm lacking scientific knowledge here, but for me it feels highly plausible that advanced Sci Fi techs would allow for more efficient compounds, addatives or other means increasing the greenhouse effect (besides the current techline to just increase how quickly gases can be released into the atmosphere).

One option is building orbital installations that direct more sunlight on to the surface, or block it. They would need to be very large, but that doesn't necessarily mean expensive. They would be hard to move though, so you would likely have to move in place.

Deliberately adding dust through bombardment works too. Causing volcanic eruptions would add dust - perhaps a tech for tectonically active worlds.

Open to ideas. Redirecting comets or asteroids, even tiny ones, is not really an option within the game mechanics. A 1km comet would be hundreds of millions of tons.

I think the problem would be finding a method that works within the game mechanics and is more efficient in certain situations than the existing terraforming mechanics - or something that goes beyond the limits of the current mechanics.
Title: Re: Suggestions Thread for v2.4.0
Post by: Kiero on July 11, 2024, 07:01:34 AM
Tech that can change Body Albedo.
Using Terraforming instalations/modules or entirely new facility.

And regarding gases:
Ability to add % of dangerous gasses resistance to a species, so that the atmosfer is not dangerous. And hide GH and AGH gases research behind that dangerous gasses resistance.
Title: Re: Suggestions Thread for v2.4.0
Post by: Alsadius on July 11, 2024, 08:14:06 AM
This one's a bit out of left field, but would it be possible to lock Aestusium and Frigusium behind technologies? Starting tech feels pretty real-world realistic in most cases, but those two magic gases are available right at game start, and that feels too easy to me. Nothing too crazy, maybe 5k RP each, but a bit of a speed bump. (Plus, it'd fill out the Biology tech tree a bit.)

Also, is there a reason why water vapor isn't a greenhouse gas? If that causes mechanical issues, that's fine, but otherwise I think that might make a good safe greenhouse gas for us to crank out in the early game, to make up for the lack of Aestusium. It's certainly a powerful warming agent IRL. CO2 plus H2O is probably enough for Mars and Luna to get habitable if H2O is turned into a GHG, and it'll at least make a dent in the CCs for the moons of Jupiter and Saturn.

(And while we're playing around with mechanics here, maybe make sulfur dioxide an anti-GHG? Again, it certainly is IRL, and it'll add a few options for terraforming.)

The 'magic' gases were added because there are no good options for real GH and AHG gases. CO2, Methane, SO2, etc. are all dangerous gases, so even if you terraform a planet, it will still be CC2+.

Water Vapour is the only one that isn't, but it is involved in the evaporation and condensation cycle, so it will quickly exit the atmosphere in most cases.

I could make the 'magic' gases researchable, although I would probably reduce the cost of terraforming modules as well to make sure that terraforming isn't too expensive. I understand the point though about them being not real world at the start.

Oh, I totally get why they exist, and I agree with your logic. I'm suggesting a tweak here, not going with RL physics. (If it was RL physics, we'd need to figure out how exactly gigatons of oxygen are just showing up or disappearing on demand - Aurora is not the kind of game that wants to focus on clever soil chemistry like that.) And yeah, reducing costs of related techs to offset this change sounds perfectly reasonable to me.

Using CO2 or SO2 to warm/cool a planet can be useful for dropping the CC from (say) 5 to 2, but it won't get you to 0 the way the magic gases will. But I think that could be an interesting way to start the game, using the inferior gases to get started and then correcting them later on. 5->2 is still a big improvement, after all.

As for non-terraforming options, I could see something like a solar mirror module for station use. Probably like 100k tons, 200-500 cost, and they can either raise or lower planetary albedo by (say) 0.01 immediately. That gives you an option for instant changes to a world, instead of waiting around for the atmosphere to change. It also gives you an option to switch modes for very eccentric bodies (block sunlight when it's close, reflect more sunlight down when it's far away). The drawback is that it needs to stay there permanently, instead of being able to fix it and move on like a terraforming ship/installation can. (So you'd probably use that to get started, then terraform under the mirrors until you're in a stable place, and *then* move the mirrors away). Also, this multiplies with GHG effect, so you can use it to get more warming/cooling than the x3 from GHGs would allow - that'd be useful for some outer- system planets that are too cold to ever warm up with current mechanics.

As for the vulcanism thing, that could maybe work? Probably a lot of work to make it viable, though - you'd want some kind of flag for "tectonically active" in the body generation mechanics, which would need to be displayed somewhere. And that'd just get you a burst of toxic cooling gases, which are generally a lot less useful than warming gases.

If you did want dust as a bigger mechanic for players to terraform with, though, there's another way - mass drivers. Let mass drivers fling inert rock at bodies freely (without needing to mine the rock), so you don't need to waste perfectly good minerals on it, and have that kick up a lot of dust.
Title: Re: Suggestions Thread for v2.4.0
Post by: Kiero on July 11, 2024, 08:40:09 AM
Link the cost of buying minerals from CMCs to the actual amount of mined minerals and not to the number of Civilian Complexes.
Title: Re: Suggestions Thread for v2.4.0
Post by: MinuteMan on July 11, 2024, 09:24:21 AM
A way to let the civilian fleet transport minerals and fuel between colonies.

Title: Re: Suggestions Thread for v2.4.0
Post by: nakorkren on July 11, 2024, 09:33:53 AM
Both thematically and mechanically, I love the idea of introducing orbital solar reflectors. They should be a ship module that's very large (500k tons each?) but relatively low cost, and you need lots and lots of them. That way they have to be built in-situ and can't be moved, but aren't prohibitively expensive. And they are vulnerable, much like orbital habitats, so you have to defend them more actively than just stationing ground troops.

Have them cause a % reduction in body max or min temp, whichever is furthest from the species nominal? That would allow them to be used for cooling, heating, or temp range reduction as needed for that body, all automatically. That way they have to be built in orbit of that body, and can't economically be moved, but aren't prohibitively expensive. I'd think duranium, probably nothing else. If you wanted to be super scientific we could weigh the effect by body distance from the star and star luminosity, much like terraforming is weighted by planet diameter, but that's more complicated to implement.

They should definitely be locked behind a low-ish cost tech. Could also have a tech to reduce material/cost to build, but that seems optional from a gameplay perspective.
Title: Re: Suggestions Thread for v2.4.0
Post by: nakorkren on July 11, 2024, 09:34:10 AM
A way to let the civilian fleet transport minerals and fuel between colonies.

  • Supply / demand system like we have for installations
  • Extended with "maintain minimal mineral reserves". minimal reserves level dictated by the minerals tab.
  • Extended with "maintain minimal Fueld reserves". We should be able to set this for each colony.

Please please pretty please!
Title: Re: Suggestions Thread for v2.4.0
Post by: Louella on July 11, 2024, 01:56:17 PM
One option is building orbital installations that direct more sunlight on to the surface, or block it. They would need to be very large, but that doesn't necessarily mean expensive. They would be hard to move though, so you would likely have to move in place.

Open to ideas.

I think the problem would be finding a method that works within the game mechanics and is more efficient in certain situations than the existing terraforming mechanics - or something that goes beyond the limits of the current mechanics.

Solar shades / solar mirrors appear in other sci-fi games, (the one I am thinking of in particular is "Starsector", where they appear on some worlds.)

What I am thinking could be a thing with solar shades and mirrors, would be to mitigate the eccentricity of an orbital body to an extent. Shades to reduce peak temperature at perihelion, mirrors to increase minimum temperature at aphelion. Some worlds might need both mirrors and shades, some might only need mirrors or shades.

This might be a more viable thing to settle some more eccentric bodies, than to engineer a species with a higher temperature habitability range.

Amount of mitigation of eccentricity could depend on the size of the body (more shades/mirrors needed for bigger worlds).

It could be done with a planetary installation that is very bulky, but does not require a lot of minerals to build.

I'd also suggest that a solar shade/mirror installation would massively increase the EM/TH signature of a colony using one, and that the shades/mirrors should be targetable directly using ship-based weapons. This would be because an orbiting set of mirrors/shades would be an anomaly that could be spotted by sensors from a long long way away. And they'd be vulnerable to ship-based weapons from long range due to their sheer size and relative fragility.
Title: Re: Suggestions Thread for v2.4.0
Post by: Froggiest1982 on July 11, 2024, 06:37:19 PM
Might be worth thinking about some other ways to allow techs to more effectively manipulate temperatures as well.

I'm lacking scientific knowledge here, but for me it feels highly plausible that advanced Sci Fi techs would allow for more efficient compounds, addatives or other means increasing the greenhouse effect (besides the current techline to just increase how quickly gases can be released into the atmosphere).

One option is building orbital installations that direct more sunlight on to the surface, or block it. They would need to be very large, but that doesn't necessarily mean expensive. They would be hard to move though, so you would likely have to move in place.

Deliberately adding dust through bombardment works too. Causing volcanic eruptions would add dust - perhaps a tech for tectonically active worlds.

Open to ideas. Redirecting comets or asteroids, even tiny ones, is not really an option within the game mechanics. A 1km comet would be hundreds of millions of tons.

I think the problem would be finding a method that works within the game mechanics and is more efficient in certain situations than the existing terraforming mechanics - or something that goes beyond the limits of the current mechanics.

There would be a way to integrate real science and sci-fi along with some existing mechanics from other games.

One of the driving factors of seasons and temperature on Earth is the Moon.

There may be a way to incorporate a moon (similar to Ogame) without debris and related features.

Essentially, you could introduce a 'moon tech' or similar concept where the Moon is constructed as an installation. It cannot be transported and could potentially provide benefits such as temperature manipulation, terraforming bonuses, or other advantages.

EDIT: It would work similarly to other installations where you can build 1 or 200, but the benefits remain the same. Alternatively, you could have level 1 or level 2, depending on how many you build. It should be expensive, both in terms of technology and the actual moon itself.
Title: Re: Suggestions Thread for v2.4.0
Post by: Garfunkel on July 11, 2024, 07:35:54 PM
Probably best to make a new thread just for terraforming.
Title: Re: Suggestions Thread for v2.4.0
Post by: Alsadius on July 12, 2024, 06:29:35 AM
When a commander dies, can that show up in the same event type as retirement, not the same event type as mild health issues? Or split "death" into its own event type, if you prefer.

Also, I'm not sure how this would work, but I'd love to be able to hide notifications about unassigned commanders. I don't usually care much about their skills increasing or their health worsening, but that's a lot of what the event log shows during quieter periods.
Title: Re: Suggestions Thread for v2.4.0
Post by: Kaiser on July 12, 2024, 06:45:40 AM
When a commander dies, can that show up in the same event type as retirement, not the same event type as mild health issues? Or split "death" into its own event type, if you prefer.

Also, I'm not sure how this would work, but I'd love to be able to hide notifications about unassigned commanders. I don't usually care much about their skills increasing or their health worsening, but that's a lot of what the event log shows during quieter periods.

+1 for the unassigned commanders and skills increase, It would be a huge improvement in cleaning up the interface. Of course not removing them, just an option to hide these events.
Title: Re: Suggestions Thread for v2.4.0
Post by: nakorkren on July 12, 2024, 10:49:16 AM
Could the NPC commercial ship designs be updated to include a small but reasonable amount of MSP? I routinely capture commercial NPC ships and then can't repair even a single engine because they don't carry any MSP beyond what's in the required single Eng bay.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on July 12, 2024, 11:09:39 AM
Could the NPC commercial ship designs be updated to include a small but reasonable amount of MSP? I routinely capture commercial NPC ships and then can't repair even a single engine because they don't carry any MSP beyond what's in the required single Eng bay.

This doesn't make any sense - why would the NPRs, logically, design their ships in a less optimal way (slightly bigger, slightly more expensive ships + the cost of supplying this MSP) merely so that their enemies can be less inconvenienced after capturing all of their ships?

The reverse suggestion - forcing player commercial ship designs to include a small but reasonable amount of MSP so that NPRs can capture them and repair a couple of engines afterwards - is quite obviously silly and would never be implemented. I don't think it makes sense to force the NPRs do something that players generally do not want to do (not to discount that some players might put MSP on some commercial ships for other reasons - but this is definitely not a universal design paradigm).
Title: Re: Suggestions Thread for v2.4.0
Post by: nakorkren on July 12, 2024, 03:51:46 PM
Could the NPC commercial ship designs be updated to include a small but reasonable amount of MSP? I routinely capture commercial NPC ships and then can't repair even a single engine because they don't carry any MSP beyond what's in the required single Eng bay.

This doesn't make any sense - why would the NPRs, logically, design their ships in a less optimal way (slightly bigger, slightly more expensive ships + the cost of supplying this MSP) merely so that their enemies can be less inconvenienced after capturing all of their ships?

The reverse suggestion - forcing player commercial ship designs to include a small but reasonable amount of MSP so that NPRs can capture them and repair a couple of engines afterwards - is quite obviously silly and would never be implemented. I don't think it makes sense to force the NPRs do something that players generally do not want to do (not to discount that some players might put MSP on some commercial ships for other reasons - but this is definitely not a universal design paradigm).

It absolutely WOULD make sense to force player commercial ships to include a small but reasonable amount of MSP. The only reason we don't is because the maintenance system as designed would drive non-value added busywork for the player, so we have the artificial "commercial" distinction. Commercial ships should (and do in real life and in my games, which I acknowledge is my choice) carry material and spare parts to enact reasonable repairs.

The cost to the NPC is miniscule (50t maintenance bay on a 40kton plus ship), and it fixes a fake situation (no MSP on a captured ship) that is not fixable via SM (you can SM refuel but not SM resupply).

Maybe a simpler alterative would be to add an SM resupply button?
Title: Re: Suggestions Thread for v2.4.0
Post by: nakorkren on July 12, 2024, 11:00:29 PM
Doing a ground invasion of an alien home world, and the information is overwhelming. Would it be possible to handle ground combat reports in a separate tab of the ground forces window, rather than (or in addition to) via the event list? When the enemy has dozens of unit types, the paragraph format of estimated ground forces is extremely difficult to absorb. It would be a lot easier if it were presented in table format in a specific tab of the ground forces window.

I know UI isn't super high on the list of priorities, but hopefully Steve will be doing a home world invasion in his current game and take pity on us!
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on July 13, 2024, 02:23:53 AM
Doing a ground invasion of an alien home world, and the information is overwhelming. Would it be possible to handle ground combat reports in a separate tab of the ground forces window, rather than (or in addition to) via the event list? When the enemy has dozens of unit types, the paragraph format of estimated ground forces is extremely difficult to absorb. It would be a lot easier if it were presented in table format in a specific tab of the ground forces window.

I know UI isn't super high on the list of priorities, but hopefully Steve will be doing a home world invasion in his current game and take pity on us!

Don't forget you can hide most of the events. In major ground combat, I just leave the overall results events and the intel events, so it is very easy to read. If you need to see the hidden events without un-hiding them individually, use See All Events on the events window.
Title: Re: Suggestions Thread for v2.4.0
Post by: nakorkren on July 13, 2024, 09:06:41 AM
Unfortunately I did have most of the events off, just the estimate of enemy ground forces, the summary for attack, the summary for defense, and intel updates. The issue I was having was struggling to understand how well or poorly it was going, since there were so many types of enemy units for which the quantities was being listed. I wish I'd taken a screenshot; I'll see if the prior save is part way through the fight and grab an example.
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on July 13, 2024, 10:35:20 AM
Unfortunately I did have most of the events off, just the estimate of enemy ground forces, the summary for attack, the summary for defense, and intel updates. The issue I was having was struggling to understand how well or poorly it was going, since there were so many types of enemy units for which the quantities was being listed. I wish I'd taken a screenshot; I'll see if the prior save is part way through the fight and grab an example.

If you struggle to understand if you are winning or losing, check the size of the ground forces contact, check the size of your own forces and see which is dropping faster.
Title: Re: Suggestions Thread for v2.4.0
Post by: nakorkren on July 13, 2024, 05:05:54 PM
In the aftermath of a recent battle/slaughter of an NPC fleet around their home world, it took me several hours to clean up (read, finish blowing up and subsequently collecting life pods. There were 240 ships involved on the NPC's side. To rescue the life pods, which I wanted to do as a decent human being (ok, horrible alien to them) and to collect intel, I had to sort through the list of 240 life pods to find the one I wanted to rescue next, queue that up, then scroll back to that point on the list and look for the next one, etc. This will likely be a very similar problem when I try to salvage this mess before any Swarm finds it.

There are a number of ways this could be made less painful. In order of increasing likely difficulty to code:

1. Sort the list of life pods (and wrecks, and contacts, and fleets for that matter) by distance to the fleet, rather than by... I'm not even sure what criteria are being used to sort, but it's not distance, time created, size, or ID. Or make it an option to sort by distance vs alphabetical.
2. Don't automatically re-scroll the list to the top. Or make resetting to the top of the list a behavior you can turn on or off with a checkbox above the list.
3. Change the standing order associated with rescuing life pods (and salvaging) automatically (which is a great idea!) to check for nearest life pod at completion of most recent order, rather than waiting for the next construction tick (or whatever the current trigger is, not 100% sure. It appears to pick up the next job after 3 hours in my current game, where I have the construction period set to either 1 or 2 days, can't remember which)
4. Allow the use of the mouse to double click on life pods to add a "rescue" command to the current fleet (and while we're at it, same functionality for adding salvage commands).

Note that 4 would be the most work but would open up all sorts of options for UI improvement. E.g. it would let you move fleets to points in space (near enemy ships, out of the way of enemy ships, to planets, salvage long stretched out lines of wrecks, survey specific grav locations, etc) visually with a single click rather than hunting through menus.

Also note that I have been posting a lot of suggestions for changes lately. Hopefully this isn't coming across as whiney or demanding. I've just had the rare opportunity to play much more than usual and more exposure = more ideas.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on July 13, 2024, 07:02:29 PM
3. Change the standing order associated with rescuing life pods (and salvaging) automatically (which is a great idea!) to check for nearest life pod at completion of most recent order, rather than waiting for the next construction tick (or whatever the current trigger is, not 100% sure. It appears to pick up the next job after 3 hours in my current game, where I have the construction period set to either 1 or 2 days, can't remember which)

This rework is desperately needed as the current standing order is more or less useless. Ideally it should work like a survey standing order where the ship can queue up the nearest 5 or 30 or however many life pods. I'd be fine with a big number like 30 here, I don't usually use more than 1-2 ships to collect life pods anyways.

Currently, if it takes 3 hours to collect a single life pod marker, it takes days to collect everything after a battle, if not weeks after a really big one, and when you're trying to clean up in an active combat zone that is simply untenable.
Title: Re: Suggestions Thread for v2.4.0
Post by: paolot on July 14, 2024, 11:16:48 AM
From another discussion, about laser warheads:

...
They keep closing past their detonation point during the increment when they detonate. ...

So, in 2.5.1, are they more powerful than expected, as they detonate at smaller distances from the targets?
This makes the suggestion: is it possible to add a selection of the explosion distance for the laser warheads?
The nearer to the target, the more energy arrives on it, so more potential damage can be done, but at higher risk to be intercepted.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on July 14, 2024, 11:34:19 AM
From another discussion, about laser warheads:

...
They keep closing past their detonation point during the increment when they detonate. ...

So, in 2.5.1, are they more powerful than expected, as they detonate at smaller distances from the targets?
This makes the suggestion: is it possible to add a selection of the explosion distance for the laser warheads?
The nearer to the target, the more energy arrives on it, so more potential damage can be done, but at higher risk to be intercepted.

This is how laser warheads (are supposed to) work right now - you select a distance at which they should detonate, closer = more damage but farther away = harder for enemy PD to intercept.

The bug is that the laser warheads are detonating at a closer distance than the design selection based on 5-second increment math. We can already choose a distance, it's just not working quite right.
Title: Re: Suggestions Thread for v2.4.0
Post by: paolot on July 14, 2024, 11:57:03 AM
OK. Never used this weapon!   ;D
Title: Re: Suggestions Thread for v2.4.0
Post by: paolot on July 14, 2024, 01:19:07 PM
I don't know if this was already requested.
Technology "Gauss Cannon Launch Velocity". The explanation says: "Speed at which the gauss round leaves the cannon. Higher velocity provides better accuracy at long ranges".
A bullet at high velocity has high energy, and higher velocity/energy delivers more damage, if it hits the target.
But, higher velocity means also a shorter time to arrive at the target.
I think accuracy should depend both on the bullet velocity (but a low contribution from this) and on the calculations to determine the future position of a target (i.e. on aiming, the precision in positioning a barrel, as this strongly influences the probability to hit the target).
So, can I suggest, for all the turret mounted weapons, to have a technology line like "high speed/high power computing", which increases the aiming ability, as it foresees the target position to aim to? Together with the "Turret Tracking Speed", it helps the probability that a shot could hit the target.
Title: Re: Suggestions Thread for v2.4.0
Post by: Kiero on July 14, 2024, 01:53:35 PM
When a ship surrenders, its crew can become "prisoners/survivors" with a greater chance of acquiring intelligence material.
Additionally, it would be great if a surrender call could be sent out.
Title: Re: Suggestions Thread for v2.4.0
Post by: Ush213 on July 16, 2024, 11:45:29 AM
Might be worth thinking about some other ways to allow techs to more effectively manipulate temperatures as well.

I'm lacking scientific knowledge here, but for me it feels highly plausible that advanced Sci Fi techs would allow for more efficient compounds, addatives or other means increasing the greenhouse effect (besides the current techline to just increase how quickly gases can be released into the atmosphere).

One option is building orbital installations that direct more sunlight on to the surface, or block it. They would need to be very large, but that doesn't necessarily mean expensive. They would be hard to move though, so you would likely have to move in place.

Deliberately adding dust through bombardment works too. Causing volcanic eruptions would add dust - perhaps a tech for tectonically active worlds.

Open to ideas. Redirecting comets or asteroids, even tiny ones, is not really an option within the game mechanics. A 1km comet would be hundreds of millions of tons.

I think the problem would be finding a method that works within the game mechanics and is more efficient in certain situations than the existing terraforming mechanics - or something that goes beyond the limits of the current mechanics.


I made a suggestion a while back that you could consider terraforming bonuses for uninhabited planets to simulate bombarding terraforming. It could present itself as a tick box and when ticked apply a decent bonus. The danger would be if you tried to apply it to a populated world it will kill the pops there very fast. It could also have a double use and be used on alien worlds that you conquered and want to terraform to your pops liking. At the same encourage the alien pops to ehh "leave".

For the orbital space mirror you could probably do something similar. If a mirror installation is in orbit apply a terraforming bonus and then the size of the installation determined the size of the bonus. Increase the size of the installed same way you do shipyards only you will need your cargo ships to deposit material on the planet for the construction.
For RP reasons after the planet has been terraformed the mirror becomes fixed and stay there to maintain the atmo. Or if possible if It could be destroyed in war that the temp start to plummet on the world. Something cool like that maybe. Although that could be more of a headache then anything else. ha

The mirrors size requirement and bonus would probably have to be calculated using the planet size and distance from the sun Etc. With cold planets farther from the sun requiring huge mirrors.
Title: Re: Suggestions Thread for v2.4.0
Post by: Xkill on July 21, 2024, 03:40:00 AM
Proposal: Galaxy-wide Factory Production Speed Modifier

What: Provide an option at game creation and at the game selection screen that allows the player to modify the galaxy-wide factory production modifier for all races, in the same way that research, terraforming or survey speed modifiers do currently.

How: The race information window already provides this sort of functionality, however, it is limited only to the races that the player can modify. As such, NPRs are not affected, potentially giving the player races unintended advantages. This is technical and so beyond my purview, but I presume it would be simple enough to copy the same logic that applies to the other mentioned modifiers to achieve the desired effect. Actual item costs would remain the same.

Why: Allow players to speed up (or slow down) the eXpansion side of Aurora, for both the human and NPRs, without providing an unfair advantage to the player (which can be done by changing the race-specific industrial modifier). At low-to-mid tech levels, particularly if using lowered research rates or the limited research administration option, even modest expansion can take quite a while, which is both nice in some ways and frustrating in others.

I believe that an optional modifier to expansion can provide willing players with more exciting experiences due to NPRs becoming more powerful, impactful and present in larger scales sooner or for the feeling of slow, arduous progress to be enhanced even more, if desired.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on July 21, 2024, 08:16:54 AM
Proposal: Galaxy-wide Factory Production Speed Modifier

What: Provide an option at game creation and at the game selection screen that allows the player to modify the galaxy-wide factory production modifier for all races, in the same way that research, terraforming or survey speed modifiers do currently.

How: The race information window already provides this sort of functionality, however, it is limited only to the races that the player can modify. As such, NPRs are not affected, potentially giving the player races unintended advantages. This is technical and so beyond my purview, but I presume it would be simple enough to copy the same logic that applies to the other mentioned modifiers to achieve the desired effect. Actual item costs would remain the same.

Why: Allow players to speed up (or slow down) the eXpansion side of Aurora, for both the human and NPRs, without providing an unfair advantage to the player (which can be done by changing the race-specific industrial modifier). At low-to-mid tech levels, particularly if using lowered research rates or the limited research administration option, even modest expansion can take quite a while, which is both nice in some ways and frustrating in others.

I believe that an optional modifier to expansion can provide willing players with more exciting experiences due to NPRs becoming more powerful, impactful and present in larger scales sooner or for the feeling of slow, arduous progress to be enhanced even more, if desired.

Seconded because I have no idea why this is a race modifier and not a global one.
Title: Re: Suggestions Thread for v2.4.0
Post by: kks on July 21, 2024, 09:32:02 AM
Proposal

Seconded because I have no idea why this is a race modifier and not a global one.

Third it, but I would not move that to a global but add the global modifier.

I like it as a race modifier, as that can really give some interesting diversity. I'm currently playing an 2M RP start with only 500m pops, 0.2 pop capacity and bonus modifiers for research and industry for testing. Has a different feeling and unique challenges.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on July 21, 2024, 06:39:04 PM
Proposal

Seconded because I have no idea why this is a race modifier and not a global one.

Third it, but I would not move that to a global but add the global modifier.

I like it as a race modifier, as that can really give some interesting diversity. I'm currently playing an 2M RP start with only 500m pops, 0.2 pop capacity and bonus modifiers for research and industry for testing. Has a different feeling and unique challenges.

Yes, to be clear I think it should be both. IMO, every race modifier of this sort should have a corresponding global modifier if possible. I'd also like if the inverse was true but I'm not so strongly opinionated about it.
Title: Re: Suggestions Thread for v2.4.0
Post by: skoormit on July 27, 2024, 07:02:44 AM
How hard would it be to implement a game-start option to scaled the research cost for ship components by the Research Speed setting.
That way, we would have the option to play a game where theoretical research takes longer, but component design research isn't such a pain point.
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on July 27, 2024, 07:15:40 AM
How hard would it be to implement a game-start option to scaled the research cost for ship components by the Research Speed setting.
That way, we would have the option to play a game where theoretical research takes longer, but component design research isn't such a pain point.

More tedious than difficult. I would just have to find every place in the code where a component is designed and add the modifier. However, I suspect not everyone would want the components at a different rate, so it would probably be an additional global modifier set at the same level.
Title: Re: Suggestions Thread for v2.4.0
Post by: Warer on July 27, 2024, 10:19:48 PM
Boost factor for engines in the name or description in the component design screen since that's one of the three most important characteristics about an engine along with it's power rating. Just something like x1.5 at the end of the name after engine power.
Title: Re: Suggestions Thread for v2.4.0
Post by: buczbucz on July 28, 2024, 03:01:21 AM
It would be great to have a new Move to System Requiring Geosurvey or Gravsurvey standing order.

It could be used as a secondary standing order to complement Survey Next Three Bodies or Locations primary standing order and greatly help with survey ships automation.
Title: Re: Suggestions Thread for v2.4.0
Post by: buczbucz on July 28, 2024, 03:06:35 AM
It would be great to set automated assignments for academy commandants and sector governors.

Alternatively you could add an option to make death/retirement of an active governor/scientist an interrupt.

The goal is to be able to replace those roles immediately after they are emptied (same way as planet governors are replaced).
Title: Re: Suggestions Thread for v2.4.0
Post by: skoormit on July 28, 2024, 05:04:19 AM
Boost factor for engines in the name or description in the component design screen since that's one of the three most important characteristics about an engine along with it's power rating. Just something like x1.5 at the end of the name after engine power.

Interesting. How is it useful to know the amount of boost, when you already know the total power (which is calculated with the boost included)?
I suppose it does let you infer relative fuel consumption.
But if  that is what you want to know, why not ask for net LEPH in the description, instead of boost?
Title: Re: Suggestions Thread for v2.4.0
Post by: skoormit on July 28, 2024, 05:30:10 AM
I often partially refuel ships, either because I have a ship that needs just a bit more fuel to make it to its destination and I don't want to overly deplete the current source, or because I am fueling a tanker and do not want to give it a full tank for its upcoming mission.

Currently, I must give a refuel order, manually watch the tank while I advance time, clear the order when the fuel reaches the desired level, and then give the desired subsequent orders.

To reduce the micromanagement time required for this, could we have some assortment of the following options?

A) A setting per ship (on the Miscellaneous tab, probably) for desired max fuel level percent (default 100%). Refuel orders will treat this as the fuel capacity of the ship.

B) New fleet orders to "Refuel (Partial)..." (alongside the existing "Refuel..." orders) that will respect the above ship setting (while the existing "Refuel..." orders will act like they do now, ignoring the setting).

C) A Class setting (alongside Minimum Fuel) for the default partial refill percent, applied to newly built ships of the class.

D) An order setting (similar to Order Delay and Minimum Distance) to specify the desired fuel level percent for a given Refuel order. Default is blank, which is interpreted as 100%.

B and C require A.
D could stand alone, but is the weakest choice, since it would apply to all ships in the fleet for a given order, which is problematic.
Probably there are other ways to skin this cat.
Title: Re: Suggestions Thread for v2.4.0
Post by: paolot on July 28, 2024, 07:38:18 AM
It would be great to have a new Move to System Requiring Geosurvey or Gravsurvey standing order.

It could be used as a secondary standing order to complement Survey Next Three Bodies or Locations primary standing order and greatly help with survey ships automation.

If (grav and geo) survey ships, having orders to survey bodies or locations, can travel to a system requiring survey, they already do and start surveying.
Ships can travel to a new system if they have jump engines, or if there is a path of jump gates/stabilised JPs from the ship position to the system to survey (yellow/orange lines between systems in the Galactic map).
Title: Re: Suggestions Thread for v2.4.0
Post by: Louella on July 28, 2024, 09:01:05 AM
It would be great to have a new Move to System Requiring Geosurvey or Gravsurvey standing order.

I'm afraid I don't understand this question ?

(https://cdn.discordapp.com/attachments/402321466839793664/1267118769780555971/image.png?ex=66a79fd0&is=66a64e50&hm=01c05714478ae5edae9204ab0e06b846fa6b97169266123e0e6dd685aa2194a3&)

This is one of my survey ships, jump capable, and it's fully automated ?
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on July 28, 2024, 09:03:38 AM
It would be great to have a new Move to System Requiring Geosurvey or Gravsurvey standing order.

I'm afraid I don't understand this question ?

(https://cdn.discordapp.com/attachments/402321466839793664/1267118769780555971/image.png?ex=66a79fd0&is=66a64e50&hm=01c05714478ae5edae9204ab0e06b846fa6b97169266123e0e6dd685aa2194a3&)

This is one of my survey ships, jump capable, and it's fully automated ?

OP is asking for both geo and grav in a single order, which currently we do not have.
Title: Re: Suggestions Thread for v2.4.0
Post by: SpaceMarine on July 28, 2024, 09:14:30 AM
I wish there was a conditional order "Enter Jump point", it would be so nice if you could automate to that level
Title: Re: Suggestions Thread for v2.4.0
Post by: paolot on July 28, 2024, 10:32:49 AM
Quote
...
OP is asking for both geo and grav in a single order, which currently we do not have.

Order "Survey Next Three Bodies or Locations" should be enough: if a ship can travel to an unsurveyed system, it contains both move and survey actions.
Title: Re: Suggestions Thread for v2.4.0
Post by: buczbucz on July 28, 2024, 10:45:10 AM
Quote
...
OP is asking for both geo and grav in a single order, which currently we do not have.

Order "Survey Next Three Bodies or Locations" should be enough: if a ship can travel to an unsurveyed system, it contains both move and survey actions.

I don't think that's the case.

If all bodies and locations in a given system are surveyed and it's your only standing order then you get the "Orders Not Possible" message and the ship doesn't move.
Title: Re: Suggestions Thread for v2.4.0
Post by: paolot on July 28, 2024, 12:06:37 PM
Is the ship jump-capable? if it isn't, at least one of the jump points in the system is it stabilised?
If your ship can't leave the system, you get that message.
Title: Re: Suggestions Thread for v2.4.0
Post by: buczbucz on July 28, 2024, 12:33:03 PM
Is the ship jump-capable? if it isn't, at least one of the jump points in the system is it stabilised?
If your ship can't leave the system, you get that message.

Ship is jump capable.

Could you double check if survey next three bodies or locations standing order causes your ships to change system on their own if there is nothing to survey?
I need a move to a system requiring xxx secondary order to make that happen.

I'm attaching a screenshot of my setup.
Title: Re: Suggestions Thread for v2.4.0
Post by: alex_brunius on July 28, 2024, 01:19:08 PM
It feels a bit odd/inconcistent that missile decoys also are automatically equipped with retargeting if the missile is and can stick around to make infinite amounts of attacks with the missile, while ship launched decoys only stick around for a single 5sec increment. Ship launched decoys are much much larger and more expensive so how come they are so much more primitive than the decoys acompanying missiles?
Title: Re: Suggestions Thread for v2.4.0
Post by: paolot on July 28, 2024, 01:47:57 PM
Is it possible to pause the fabrication of ground units?
As I am suffering of shortage of some minerals, I would prefer that a ship fabrication can receive them, against GUs.
Title: Re: Suggestions Thread for v2.4.0
Post by: LuuBluum on July 28, 2024, 03:16:10 PM
I suppose I'm obligated to ask: a SM way to transfer officers to another empire, and an SM way to transfer colonies to another empire.

It's a recurring suggestion, but it's one that I'd benefit greatly from.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on July 28, 2024, 03:26:35 PM
I suppose I'm obligated to ask: a SM way to transfer officers to another empire, and an SM way to transfer colonies to another empire.

It's a recurring suggestion, but it's one that I'd benefit greatly from.

Colony transfer is the final frontier for multiple-player-race campaigns. @Steve plz
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on July 29, 2024, 05:28:17 AM
A way to transfer colonies to another empire.

Added for v2.6
http://aurora2.pentarch.org/index.php?topic=13463.msg170850#msg170850
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on July 29, 2024, 05:29:00 AM
I suppose I'm obligated to ask: a SM way to transfer officers to another empire, and an SM way to transfer colonies to another empire.

It's a recurring suggestion, but it's one that I'd benefit greatly from.

Colony transfer is the final frontier for multiple-player-race campaigns. @Steve plz

I didn't realise this wasn't available - it was already coded except for the UI :)
Title: Re: Suggestions Thread for v2.4.0
Post by: Ush213 on July 29, 2024, 09:29:42 AM
Hi Steve

Not for this patch but would you consider dedicating a patch to just QOL improvements. No new features per say just adjustments to what is already there.

Creating a new thread for just QOL suggestions to get focused ideas from the community could help.

New menus or templates options,  potential ways to reduce repetitive mouse clicks that sort of stuff.

Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on July 30, 2024, 03:21:55 AM
Hi Steve

Not for this patch but would you consider dedicating a patch to just QOL improvements. No new features per say just adjustments to what is already there.

Creating a new thread for just QOL suggestions to get focused ideas from the community could help.

New menus or templates options,  potential ways to reduce repetitive mouse clicks that sort of stuff.

I'm not organized enough to do that :)

Updates tend to get done when:
QoL changes tend to be done as a result of one of the above triggers. Aurora is a hobby, so I don't take a planned or rigourous approach. I program when I am in the mood for it and usually work on things that I find interesting - unless there is a major issue that needs fixing.
Title: Re: Suggestions Thread for v2.4.0
Post by: Ush213 on July 30, 2024, 07:36:38 AM
Hi Steve

Not for this patch but would you consider dedicating a patch to just QOL improvements. No new features per say just adjustments to what is already there.

Creating a new thread for just QOL suggestions to get focused ideas from the community could help.

New menus or templates options,  potential ways to reduce repetitive mouse clicks that sort of stuff.

I'm not organized enough to do that :)

Updates tend to get done when:
  • I need them for my own campaigns
  • I see a good suggestion that is quick to implement
  • I have a burst of enthusiasm and start reading through the suggestions list
  • I decide that something isn't working well, or I am persuaded by players, and I work on a major update, like the recent missile changes
QoL changes tend to be done as a result of one of the above triggers. Aurora is a hobby, so I don't take a planned or rigourous approach. I program when I am in the mood for it and usually work on things that I find interesting - unless there is a major issue that needs fixing.

Ok thanks.

Hope the camping is going well also.
Title: Re: Suggestions Thread for v2.4.0
Post by: skoormit on July 31, 2024, 09:39:27 AM
What about an Econ tab similar to Empire Mining, but for research?
Show all projects underway, lab assignments, etc. at all colonies.
Would make it easier to keep track of research efforts when you've distributed a lot of labs to various construct locations.
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on August 01, 2024, 05:06:46 AM
What about an Econ tab similar to Empire Mining, but for research?
Show all projects underway, lab assignments, etc. at all colonies.
Would make it easier to keep track of research efforts when you've distributed a lot of labs to various construct locations.

Added an 'Empire' view for v2.6
http://aurora2.pentarch.org/index.php?topic=13463.msg170890#msg170890
Title: Re: Suggestions Thread for v2.4.0
Post by: Kaiser on August 01, 2024, 05:55:23 AM
Would It be possible to add a drop down menu for each body that has colony established, in order to select the "role" of that body? And then this is appearing in the economy window next to the body's name itself?

For example, in your current campaign Steve, you have many colonies, each of them I imagine has a specific role (maintenance base, missile depot, refuelling base, simple colony without any facility, radar station or a combination of both etc. etc. and I imagine it is at some point hard to remember which does what, so my idea is to standardize this with the possibility to simply assigning a role from a drop down menu which appears next to the name, such as "Terra - Main colony" or "PlanetXY - refuelling station" etc. etc. we can expand the options in the future as more ideas come.

Of course We could just rename the body, but having this system as option looks more professional.
Title: Re: Suggestions Thread for v2.4.0
Post by: skoormit on August 01, 2024, 07:13:47 AM
When giving fleet orders, the default order given when double-clicking an uncolonized body is Geological Survey.

If you inadvertently give such an order to a fleet without a geo sensor, the fleet will orbit the body indefinitely, accomplishing nothing (presumably trying to figure out how to perform this survey that the boss asked them to do).

For me (and maybe most players?) most geo survey orders arise from the use of standing orders, not manually.

Could the default order for uncolonized bodies be changed to a simple move order?
Title: Re: Suggestions Thread for v2.4.0
Post by: Ush213 on August 01, 2024, 08:17:32 AM
Templates for Civ orders

Discovering a new rich resource system begins the repetitive process of assigning mines and mass drivers to mining colonies or infrastructure and installations to future colonies.
I propose a way to create player made templates for Civ orders to allow a way to reduce the amount of manual input needed.


Creating a template would be done the same way as move order templates are done, only in the civ/flag window. You add in a number of actions and then create and name the template.

Templates are created in the Civ/flag window and can be applied from there but also can then appear in the system view window as a drop down bar which you select the desired player made templates and then create colony.

Eg.

Drop down ↓                                                     Create Colony
-None
-Pioneering Mining Base (10xam, 1xMD)
-Emerging Mining Base (50xam. 2xMD)
-Established Mining Base (500xam, 5xMD)
-Early Settlers (5000xinfra)
-Thriving Settlers (10000xinfra)
-Established Settlers (50000xinfra)


The game would remember the last drop down selected in the system window so the player could quickly go down the list adding mining colonies or population center's or any template of their choosing.
The player would then just be left with ensuring there is enough installations built on the production world to supply the civilians to transport.

"None" is the default and just does what create colony does now.
Title: Re: Suggestions Thread for v2.4.0
Post by: Alsadius on August 01, 2024, 09:07:47 AM
When giving fleet orders, the default order given when double-clicking an uncolonized body is Geological Survey.

If you inadvertently give such an order to a fleet without a geo sensor, the fleet will orbit the body indefinitely, accomplishing nothing (presumably trying to figure out how to perform this survey that the boss asked them to do).

For me (and maybe most players?) most geo survey orders arise from the use of standing orders, not manually.

Could the default order for uncolonized bodies be changed to a simple move order?

Not sure how much work this would be, but if the double-click logic can check the fleet's stats, make it survey if the fleet has sensors, and move if it doesn't.
Title: Re: Suggestions Thread for v2.4.0
Post by: buczbucz on August 02, 2024, 09:14:28 AM
Ability to copy and paste automated assignment settings for governors and admin commanders would be amazing.
Title: Re: Suggestions Thread for v2.4.0
Post by: skoormit on August 02, 2024, 11:06:45 AM
I often want to tractor a ship that is currently doing something, but I don't want to interrupt what it is doing. Like loading/unloading cargo.
Currently I must wait until the target completes the action, then tell my tug to tractor it.
Which means I can't give me tug any subsequent orders until all of that happens.

Would it be possible to have an order that allows a tractoring fleet to preserve the orders of the target fleet?

Maybe "Join Fleet and Tractor Ships"?
Title: Re: Suggestions Thread for v2.4.0
Post by: paolot on August 02, 2024, 11:41:17 AM
Is the ship jump-capable? if it isn't, at least one of the jump points in the system is it stabilised?
If your ship can't leave the system, you get that message.

Ship is jump capable.

Could you double check if survey next three bodies or locations standing order causes your ships to change system on their own if there is nothing to survey?
I need a move to a system requiring xxx secondary order to make that happen.

I'm attaching a screenshot of my setup.

Hi.
I've assigned the order "Survey Next Three Bodies or Locations" to all the survey ships. It works: ships move to unsurveied sites.
In particular, I had geo and grav ships stucked in a system: no jump-able, no jump gates.
When the first JG has build, they moved to systems around.
BUT, after the order, a couple of grav ships started to try to perform geo survey (images atteched), even if they don't have geo sensors onboard!!
I report this in the bugs thread.
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on August 02, 2024, 12:41:16 PM
Is the ship jump-capable? if it isn't, at least one of the jump points in the system is it stabilised?
If your ship can't leave the system, you get that message.

Ship is jump capable.

Could you double check if survey next three bodies or locations standing order causes your ships to change system on their own if there is nothing to survey?
I need a move to a system requiring xxx secondary order to make that happen.

I'm attaching a screenshot of my setup.

Hi.
I've assigned the order "Survey Next Three Bodies or Locations" to all the survey ships. It works: ships move to unsurveied sites.
In particular, I had geo and grav ships stucked in a system: no jump-able, no jump gates.
When the first JG has build, they moved to systems around.
BUT, after the order, a couple of grav ships started to try to perform geo survey (images atteched), even if they don't have geo sensors onboard!!
I report this in the bugs thread.

That's not a bug - if you order grav survey ships to do geological surveys, they will try. Just use survey next three survey locations if they only have grav sensors.
Title: Re: Suggestions Thread for v2.4.0
Post by: paolot on August 02, 2024, 01:47:19 PM
Thank you, Steve, of the answer.
So, the order "Survey Next Three Bodies or Locations" has meaning just for ships mounting both the sensors.
As I prefer specialised ships, to avoid additional mass, I think I won't use it (for geo ships, it would be the same of "Survey NNNN Bodies", and for grav ships it has no use).
Title: Re: Suggestions Thread for v2.4.0
Post by: skoormit on August 02, 2024, 01:53:36 PM
I sometimes order a fleet to travel below its max speed, usually for combat reasons.

When I do, I tend to forget that I did, and so that fleet might remain slowed for a long time, even well after the corresponding situation has resolved, until I happen to notice it again.

Would it be possible to implement some way of calling out that a particular fleet has been slowed?

Perhaps some combination of the following:

Different color fleet name/info on the map.
Different color fleet name in the fleet list (left side of Naval Org window).
For either of the above, instead of or in addition to a different color, enclose the fleet name in triple square brackets or something else likely to stand out.
An additional item in the dropdown on the Logistics Report tab ("Slowed Fleets").
Title: Re: Suggestions Thread for v2.4.0
Post by: nakorkren on August 03, 2024, 06:55:32 PM
Would it be possible to add a fleet order to "Transfer survivors", "Transfer captives", "Transfer passengers", "Transfer colonists", or something to that effect? My main use case is moving captives I've rescued from life pods from my battle fleet to a prison ship, but I can also see this being useful for moving your own rescued sailors (essentially same use case) or cross-loading colonists (more of an edge use case).
Title: Re: Suggestions Thread for v2.4.0
Post by: Jovus on August 04, 2024, 04:50:20 AM
It'd be neat if, when not using Known Stars, the chosen system names from our system naming themes were random rather than straight down the list. That way we don't end up with a galaxy full of ABC and not see the later entries.
Title: Re: Suggestions Thread for v2.4.0
Post by: skoormit on August 04, 2024, 06:13:20 AM
Simple suggestion regarding tactics of a particular spoiler.
Please use spoiler tags when replying.

The Raider's scout/survey ship (~9.8kt, 90% cloaked, ~5400km/s) seems to always pursue the closest target.
This makes it possible to endlessly kite the scout with a faster ship.
Even with early tech, faster ships can be built very cheaply and deployed to all systems.
Then, when a Raider scout arrives, it can be kited endlessly until a fleet can be brought in with sufficient firepower to destroy the scout.
This greatly diminishes the threat the Raider scouts present.
Is it reasonable to modify the Raider scout's tactics so that it does not pursue any ship that can match or exceed its own speed?
Title: Re: Suggestions Thread for v2.4.0
Post by: skoormit on August 04, 2024, 08:25:19 AM
On the main map, fleets that contain a ship currently undergoing overhaul have "[OV]" appended to the fleet name.

Could we have "" appended for fleets containing a ship currently undergoing a shipyard task?
Title: Re: Suggestions Thread for v2.4.0
Post by: Alsadius on August 05, 2024, 07:44:04 AM
Simple suggestion regarding tactics of a particular spoiler.
Please use spoiler tags when replying.

The Raider's scout/survey ship (~9.8kt, 90% cloaked, ~5400km/s) seems to always pursue the closest target.
This makes it possible to endlessly kite the scout with a faster ship.
Even with early tech, faster ships can be built very cheaply and deployed to all systems.
Then, when a Raider scout arrives, it can be kited endlessly until a fleet can be brought in with sufficient firepower to destroy the scout.
This greatly diminishes the threat the Raider scouts present.
Is it reasonable to modify the Raider scout's tactics so that it does not pursue any ship that can match or exceed its own speed?

That feels like "play stupid games, win stupid prizes" to me. If you know this game well enough to abuse the AI, and decide to build a dedicated class of AI-abuser ships in advance, then you know that the game's not actually about the challenge of beating AI opponents in a fair fight. It's always going to have holes like that, because it's not like Steve has a team of full-time AI coders in his back pocket (and for that matter, even a lot of AAA games have holes like that, despite them actually literally having full-time AI coders).

If he can come up with a quick, simple, and effective fix, then sure, that's great. But I doubt it's anywhere near that easy.
Title: Re: Suggestions Thread for v2.4.0
Post by: skoormit on August 06, 2024, 03:22:03 AM
For event log messages regarding ships with low fuel, could we have the fleet name included in the message?
Perhaps in parentheses after the ship name?

"Ship X (fleet Y) has only P percent of its maximum fuel (N litres)."
Title: Re: Suggestions Thread for v2.4.0
Post by: skoormit on August 06, 2024, 06:43:28 AM
That feels like "play stupid games, win stupid prizes" to me. If you know this game well enough to abuse the AI, and decide to build a dedicated class of AI-abuser ships in advance, then you know that the game's not actually about the challenge of beating AI opponents in a fair fight. It's always going to have holes like that, because it's not like Steve has a team of full-time AI coders in his back pocket (and for that matter, even a lot of AAA games have holes like that, despite them actually literally having full-time AI coders).

If he can come up with a quick, simple, and effective fix, then sure, that's great. But I doubt it's anywhere near that easy.

I think Steve can determine if the juice is worth the squeeze, or even if this is the juice he's after, without you harshing on my mellow.

How about you play the game your way, I'll play it my way, and we won't take anyone to task in a suggestions thread for having badwrongfun?
That way we both enjoy the game how we like, toss ideas out to Steve as we have them, and no negative responses will discourage other players from submitting suggestions.
After all, the more players contributing their voices in this space, the better for the game, and the more fun we all get to have, regardless of differences in play style.
Title: Re: Suggestions Thread for v2.4.0
Post by: Alsadius on August 06, 2024, 07:21:18 AM
I think Steve can determine if the juice is worth the squeeze, or even if this is the juice he's after, without you harshing on my mellow.

How about you play the game your way, I'll play it my way, and we won't take anyone to task in a suggestions thread for having badwrongfun?
That way we both enjoy the game how we like, toss ideas out to Steve as we have them, and no negative responses will discourage other players from submitting suggestions.
After all, the more players contributing their voices in this space, the better for the game, and the more fun we all get to have, regardless of differences in play style.

Sorry if it came across as "taking you to task". The phrasing was probably harsher than it ought to have been (in particular, I'm on a couple forums where "play stupid games, win stupid prizes" is basically a running joke, so it doesn't scan as very harsh to me, but tbh I need to keep in mind that most people will read it as a fairly harsh statement). I mostly just wanted to say that I disagreed with the idea, and offer an explanation of why.

I'll try to be a bit more careful with phrasing in future.
Title: Re: Suggestions Thread for v2.4.0
Post by: SpaceMarine on August 06, 2024, 07:34:59 AM
I think that Alsadius's original comment is valid, the games AI is abusable like any AI and in Aurora its a game that is as much a challenge as you make it really. In terms of being combative towards each other, guys no one is intending to say your playstyle is wrong (atleast from what I saw), It came off to me that Alsadius was implying that if you play in a certain way then you deal will such things (that the original question raised) and that you will likely continue to do so, now you can disagree with that but generally speaking people are good intentioned on the forum so we do not need to be defensive so immediately.

Also on people not wanting to submit advice because of "negativity", just like someone cannot tell you how to have fun, you cannot just claim that how someone responds to a single question will effect an entire group of people you do not know negatively, because your basically saying that its that persons fault for something that they are not in control of, because of the feelings of others.
Title: Re: Suggestions Thread for v2.4.0
Post by: Jovus on August 06, 2024, 10:12:23 AM
After a certain point tectonics should have an effect on colony cost.

A good example: I have a 2.00 colony cost Terrestrial planet with "Plastic" tectonics. Shouldn't it be a little harder than normal, requiring hardened (namely, more) infrastructure to keep people alive if the ground is so unsettled?

This particular case is interesting because it's around an F9-V star and is cold enough to have liquid water (it's actually base -60 surface temp), implying those tectonics are driven by cryovulcanism, gravitational easing, or something else other than heat.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on August 06, 2024, 12:05:22 PM
I always considered infraatructure to be life support equipment, not necessarily hardened buildings. Things like oxygen pumps, heating, etc.

Reinforced construction is something we already do with conventional materials, and there's plenty of places in the game where conventional materials are implied but not visible. A CC=0 planet doesn't require infrastructure, but the materials for all the houses and such down there must have come from somewhere...
Title: Re: Suggestions Thread for v2.4.0
Post by: Alsadius on August 06, 2024, 02:05:02 PM
Good idea from Discord - when ground units drop into combat, what if AA units could take a potshot at them? AA is pretty weak right now, since the AI doesn't use fighters for ground attack, and we already have the precedent of AA getting a second shot each round. Might be a nice buff, especially for player use.

For mechanics, I'm thinking something like a 100% chance to hit, normal HP/armour mechanics, with each AA getting one shot per 8-hour ground combat cycle (in addition to their ground combat shot and their anti-fighter shot). But that's just for illustration - obviously, see what the playtesting looks like.
Title: Re: Suggestions Thread for v2.4.0
Post by: Jovus on August 06, 2024, 03:35:55 PM
I always considered infraatructure to be life support equipment, not necessarily hardened buildings. Things like oxygen pumps, heating, etc.

Reinforced construction is something we already do with conventional materials, and there's plenty of places in the game where conventional materials are implied but not visible. A CC=0 planet doesn't require infrastructure, but the materials for all the houses and such down there must have come from somewhere...

I see this, and I agree with it broadly, but I think the other appropriate course is to just disallow colonization for tectonically overactive planets.
Title: Re: Suggestions Thread for v2.4.0
Post by: Jovus on August 06, 2024, 03:38:12 PM
Regarding AA shooting at drop pods, I like the idea quite a lot and I would suggest another: GSFs can also shoot drop pods, or if deployed in the other direction, help protect drop pods through air superiority and SEAD work.

This would give more reason to deploy GSFs as well, with the knock-on effect of also increasing the desirability of AA.

NPRs using both AA and GSFs would of course be grand as well. (If they do, I've never seen it.)
Title: Re: Suggestions Thread for v2.4.0
Post by: Garfunkel on August 07, 2024, 06:38:23 AM
I always considered infraatructure to be life support equipment, not necessarily hardened buildings. Things like oxygen pumps, heating, etc.

Reinforced construction is something we already do with conventional materials, and there's plenty of places in the game where conventional materials are implied but not visible. A CC=0 planet doesn't require infrastructure, but the materials for all the houses and such down there must have come from somewhere...

I see this, and I agree with it broadly, but I think the other appropriate course is to just disallow colonization for tectonically overactive planets.
I would not go that far. After all, nothing is stopping us from creating a colony on CC=50 hellhole and dumping millions of people there without infrastructure. I do agree that volcanism should play some sort of role in colony cost and/or terraforming etc but jsut disabling colonies is the wrong approach, IMHO.
Title: Re: Suggestions Thread for v2.4.0
Post by: alex_brunius on August 07, 2024, 08:56:27 AM
It feels a bit odd/inconcistent that missile decoys also are automatically equipped with retargeting if the missile is and can stick around to make infinite amounts of attacks with the missile, while ship launched decoys only stick around for a single 5sec increment. Ship launched decoys are much much larger and more expensive so how come they are so much more primitive than the decoys acompanying missiles?

To continue on this, another very strange quirk of Ship Decoys living just a single increment is that they become worse against retargeting missiles the faster the ship that launched them is (which is totally counterintuitive, a very maneuverable ship should make it easier to put decoys in the path of missiles, not harder).

This is because only the incoming missiles that successfully roll to hit the ship are valid for Decoy distraction. So if for example 200 anti ship missiles are incoming with just 15% hit chance then a large number of decoys will be launched (due to alot of Missile Size approaching), but just 30 of the missiles are valid for being distracted by all those Decoys. The Next increment the remaining 170 Missiles will try again but the ship (now likely without more Decoys left) will be defenseless.

https://aurora2.pentarch.org/index.php?topic=13090.msg164388#msg164388
Quote
Any missiles that survive CIWS and successfully roll their Chance to Hit will be checked to see if they hit the Ship or one of the Decoy Missiles. The chance to hit the ship is equal to: Size Ship in Tons / (Ship Size in Tons + Total Signature of All Decoys). Multiple warhead missiles will check each warhead independently.
Title: Re: Suggestions Thread for v2.4.0
Post by: buczbucz on August 09, 2024, 08:53:08 AM
UI change that would greatly improve decision making process and complement other 2.6 Auto Route changes: https://aurora2.pentarch.org/index.php?topic=13463.msg170494#msg170494 (https://aurora2.pentarch.org/index.php?topic=13463.msg170494#msg170494)

Fleet -> Movement Orders -> Autoroute by System

For each listed system:
After system name and info add a bracket with information how far (in billion kilometers) given system is from selected fleet.

For example:

(https://i.imgur.com/I3WvjG4.png)
Title: Re: Suggestions Thread for v2.4.0
Post by: Jovus on August 09, 2024, 07:09:31 PM
Particle Lances are awesome and I really like them. In fact they might be slightly too good.

Particle beams are, IRL (according to the whitepapers regarding 60s-70s satellite design) spinals.

Mil SF (including derivatives such as various anime) have awesome scenes of gigantic spinal particle cannons.

Thus this suggestion: particle lances should take the spinal slot on warships on which they are mounted. This would mean you could only mount one (or two, if you have advanced spinals? I'm not clear these days on how spinal vs advanced spinal works, except giving you a larger aperture for lasers) and it would take 'the spinal slot' from other candidates. It would also require you to research spinal mounts before actually being able to mount a particle lance.

(Maybe advanced spinals still give you 1 damage/range tech above normal? I haven't thought that far in advance; this is based on Rule of Cool for me.)
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on August 09, 2024, 11:14:41 PM
Particle Lances are awesome and I really like them. In fact they might be slightly too good.

I'd say they're very strong, they should be given the cost to obtain them, but they also have very clear weaknesses that are easy to exploit, which means they still require work and smart doctrine/tactics to use effectively (weak NPR tactical AI notwithstanding), so IMO they are in about the right place.

Quote
Particle beams are, IRL (according to the whitepapers regarding 60s-70s satellite design) spinals.

Mil SF (including derivatives such as various anime) have awesome scenes of gigantic spinal particle cannons.

Thus this suggestion: particle lances should take the spinal slot on warships on which they are mounted. This would mean you could only mount one (or two, if you have advanced spinals? I'm not clear these days on how spinal vs advanced spinal works, except giving you a larger aperture for lasers) and it would take 'the spinal slot' from other candidates. It would also require you to research spinal mounts before actually being able to mount a particle lance.

(Maybe advanced spinals still give you 1 damage/range tech above normal? I haven't thought that far in advance; this is based on Rule of Cool for me.)

The problem with spinal weapons in general is that they don't really scale well mechanically. Currently, If you have (say) 30 cm laser tech and Advanced Spinals, your biggest spinal weapon is a 45 cm laser which requires, IIRC, about 700 tons. That's a proper spinal weapon on a 5,000-10,000 ton ship, but not much more than a slightly bigger gun on a 50,000-ton dreadnought.

The natural solution seems to be scaling spinal weapons to be larger, but this poses a problem because the alpha strike from such weapons is difficult at best to balance in a way that preserves interesting gameplay and choices. For example, suppose a spinal weapon could be 3x the normal caliber, so with 30 cm laser tech a spinal laser could be 90 cm (1,400 tons, IIRC). This is not really such a great improvement in size, but more pressingly a 90 cm spinal laser has over 200 base damage compared to 24 for a 30 cm laser (not to mention >2x as large of a range modifier, so that damage holds up at a much longer range). That's a really big alpha hit that can probably wipe out many ships in one shot, especially those without shields, which means you wind up with a meta where spinal lasers are THE beam weapon - even making spinal weapons larger and less efficient than their corresponding normal weapons of the same caliber doesn't solve this, unless it makes spinals basically useless. This is the root of the problem: if you add a weapon that is as powerful as these massive weapons we see in science fiction settings, it creates tremendous difficulties to balance and the result is almost certainly an unstable equilibrium at best.

(It's worth noting that the current situation hails from the VB6 days when, for a long time, most players were designing smaller ships on which a Spinal Laser actually lived up to its billing. Changes in the C# versions as well as the player base learning better strategies over time has led to larger ships becoming more common if not the normal approach for many players. In this sense, spinal weapons are a bit of a historical artifact.)

IMO, massive dreadnought-scale spinal weapons fall under the same umbrella as tiny space superiority fighters - very common in science fiction, but not really a good fit for Aurora's mechanics. That being said, I do enjoy the niche they currently have, as charging with a wing of spinal-armed FACs/LACs is a very fun doctrine.
Title: Re: Suggestions Thread for v2.4.0
Post by: nakorkren on August 10, 2024, 12:27:27 AM
I agree that particle lances are pretty well balanced at the moment. They are GREAT against unshielded opponents, and both particle beams and lances get stronger (with increasing tech level) without increasing in HS, which is unique to that weapon type and pretty cool. However, if the target has almost any shielding, they're such crappy DPS that they're not very strong.

As an example, at my current tech level my particle lances do 18 damage which will cut through most ships' armor and do internal damage, but they only fire ever 55 seconds, meaning a single max-size theta shield (1250 tons and 158 points of shielding) will have recharged 13 damage by then, whereas a 10cm railgun does 44 damage in that same timespan for 1/4 the weapon size.
Title: Re: Suggestions Thread for v2.4.0
Post by: nakorkren on August 10, 2024, 05:04:39 PM
QoL improvement idea: In the Fleet Movement Orders tab, would it be possible to list (probably filter in/out) "lost" contracts as targets of move orders? That way when we lose track of a ship/fleet, we can move to the last known location without needing to set up a waypoint.
Title: Re: Suggestions Thread for v2.4.0
Post by: alex_brunius on August 11, 2024, 07:03:38 AM
The problem with spinal weapons in general is that they don't really scale well mechanically. Currently, If you have (say) 30 cm laser tech and Advanced Spinals, your biggest spinal weapon is a 45 cm laser which requires, IIRC, about 700 tons. That's a proper spinal weapon on a 5,000-10,000 ton ship, but not much more than a slightly bigger gun on a 50,000-ton dreadnought.

(It's worth noting that the current situation hails from the VB6 days when, for a long time, most players were designing smaller ships on which a Spinal Laser actually lived up to its billing. Changes in the C# versions as well as the player base learning better strategies over time has led to larger ships becoming more common if not the normal approach for many players. In this sense, spinal weapons are a bit of a historical artifact.)

IMO, massive dreadnought-scale spinal weapons fall under the same umbrella as tiny space superiority fighters - very common in science fiction, but not really a good fit for Aurora's mechanics. That being said, I do enjoy the niche they currently have, as charging with a wing of spinal-armed FACs/LACs is a very fun doctrine.

My suggestion to preserve balance, limit alpha strikes while still catering to cool big Sci-Fi Spinal weapons is a new techline for spinal weapons.

"Spinal recharge boost tech"
It is another modifier/dropdown that basically makes a spinal weapons x-times bigger while making them recharge x-times faster. Higher techs unlocks higher max values of x.

Lets play around with some values:
For example a regular 45cm Spinal Laser will have 55 seconds reload, 750 ton.
If we allowed an say x2.5 recharge boost this would give us a weapon needing x2.5 times more power, firing every 25 seconds and taking up 1875 tons. Now that is a weapon more fitting for a capital ship.

It could be applied to Particle Lances too.
Title: Re: Suggestions Thread for v2.4.0
Post by: nakorkren on August 11, 2024, 04:20:22 PM
Add a "Recall Squadrons" button that issues a "Land on Assigned Mothership/Squadron" order to fleets in the same system which are squadrons of that mothership.
Title: Re: Suggestions Thread for v2.4.0
Post by: nikarus2370 on August 12, 2024, 02:40:02 PM
Please forgive me if this is already in the game and I am just not finding it, but.

For ships including prototype components, it would be nice if there was a spot in the Class Design window that told the player how much RP it would take to get all the gear together and produce the ship.
Title: Re: Suggestions Thread for v2.4.0
Post by: Jovus on August 12, 2024, 09:06:58 PM
Speaking of prototyping, it would be nice if, when using the 'show next tech' tickbox for component design, the options that you don't yet have were flagged or highlighted in some obvious way in the window. This would help tremendously in the case of designing a component that combines multiple tech lines so that you don't accidentally include tech levels you don't want (e.g. designing a BFC with a better tracking speed but not a better range, or a power plant with a better base plant tech but without higher boost than you already have).
Title: Re: Suggestions Thread for v2.4.0
Post by: buczbucz on August 13, 2024, 07:35:59 AM
1. System View Window -> All System View -> Sort By

Add an option to sort by total mineral accessibility.

2. Mineral Survey Window

Add a column with total mineral accessibility.
Add an option to sort by total mineral accessibility.

Currently the 'best' option to quickly get info about total mineral accessibility of a body is to create a colony there and check Economics -> Mining (or add all accessibility numbers in your head), which is suboptimal. Moreover you can only manually compare that value between colonies.
Title: Re: Suggestions Thread for v2.4.0
Post by: nikarus2370 on August 13, 2024, 09:50:18 AM
Suggestion, ctrl clicking and shift clicking added to some interfaces.


Explanation. If managing say files in windows, or an excel sheet, or any of dozens of other interfaces where a person might want to select a group of things quickly, most softwares use a system where, clicking somethign at the top of the list, and shift+clicking something towards the bottom, highlights the group, and then you can drag adn drop, or delete, or whatever.
Similarly CTRL+Clicking several items in a list will allow you to select those ones, and move them all at once as well.

I feel that this would be a handy addition in a few management windows. Specifically the Fleet Management interface, where moving large numbers of units around between fleets can be a bit tedious, as well as assigning missiles to launchers, assigning weapons to FCs if you need to juggle for whatever reason
Title: Re: Suggestions Thread for v2.4.0
Post by: Tavik Toth on August 13, 2024, 11:25:50 AM
Not the most important of suggestions, but would it be possible to start with more than one race in an Empire when creating one?
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on August 13, 2024, 11:43:51 AM
Suggestion, ctrl clicking and shift clicking added to some interfaces.


Explanation. If managing say files in windows, or an excel sheet, or any of dozens of other interfaces where a person might want to select a group of things quickly, most softwares use a system where, clicking somethign at the top of the list, and shift+clicking something towards the bottom, highlights the group, and then you can drag adn drop, or delete, or whatever.
Similarly CTRL+Clicking several items in a list will allow you to select those ones, and move them all at once as well.

I feel that this would be a handy addition in a few management windows. Specifically the Fleet Management interface, where moving large numbers of units around between fleets can be a bit tedious, as well as assigning missiles to launchers, assigning weapons to FCs if you need to juggle for whatever reason

You can already ctrl or shift click in the ship list for fleets, then detach and drag. The Treeview is a Microsoft control and doesn't support multi-select.

For weapons or missiles in the combat view, use Assign All, or Assign # to drag multiples.
Title: Re: Suggestions Thread for v2.4.0
Post by: Kaiser on August 13, 2024, 01:04:08 PM
In the combat rating tab, can We have the possibility to sort by military while keeping our ships sorted by size? I want have on top the bigger ships and as last the smaller one with respective tonnage sunk; currently it sort by tonnage destroyed, but then your ships are not in order and it is kind of a mess.

In my opinion the main info should be "how many tonnage destroyed that particular ship?" and not which ship destroyed more.
Title: Re: Suggestions Thread for v2.4.0
Post by: skoormit on August 13, 2024, 03:38:48 PM
Steve, remember the Mystery Trader from Stars!?

Wouldn't that be awesome in Aurora?
Something like a reverse-Raiders NPR that shows up and trades mystery boxes for your extra Tritanium.
Title: Re: Suggestions Thread for v2.4.0
Post by: skoormit on August 15, 2024, 06:33:41 AM
Request:

On the Commanders window, viewing Naval Officers, with any ship type selected in assignment dropdown, and with the "Available Only" box ticked:
In this case, remove from the possible assignment list any ship design for which the "No Officers" box has been ticked.

Reasoning:
If the No Officers box is ticked, obviously I do no intend to assign officers to such ships.
Furthermore, there are likely to be a large number of such ships (which is a primary reason for ticking the No Officers box).
So these ships clutter the list, making it hard to find the ships to which I'm actually interested in assigning an officer.

SJW: Added for v2.6
Title: Re: Suggestions Thread for v2.4.0
Post by: Tavik Toth on August 15, 2024, 11:16:43 AM
Would it be possible to re-add the option to start in a non-sol system during race creation? Currently, making a non-sol race means that NPRs are scaled to the original race, and in Known Stars are calculated distance wise from that race and not the non-sol one which isn't ideal.
Title: Re: Suggestions Thread for v2.4.0
Post by: nikarus2370 on August 15, 2024, 06:09:05 PM
Couple more silly ones. But

"Gamma S20 / R400 Shields (1)     Recharge Time 400 seconds (0.1 per second)"
is a readout of a shield generator in a ship design. Would it be possible to get an extra decimal place in the "Per Second" bit, as in earlier techs, it's not uncommon for that 0.1 to include a good bit of rounding.


You can already ctrl or shift click in the ship list for fleets, then detach and drag. The Treeview is a Microsoft control and doesn't support multi-select.

For weapons or missiles in the combat view, use Assign All, or Assign # to drag multiples.

Aah, I didn't realize that the ship list on the right was interactable in that way. Thank you.
Title: Re: Suggestions Thread for v2.4.0
Post by: Ush213 on August 16, 2024, 10:06:52 AM
What about a change to the Allow Human NPCs option so instead of the 1/3 chance it would be a variable that the player can edit similar to research speed.

That way the player can decide weather the NPCs they meet are all 100% human or 50/50 human/alien, ETC.

The main reason would be to provide a way to do a 30K Great Crusade style conquest of the Galaxy. Where human world are a lot more common then alien ones.
Title: Re: Suggestions Thread for v2.4.0
Post by: Alsadius on August 16, 2024, 04:25:13 PM
Doing some database digging, it seems that the black hole generation logic added for v2.0.0 (https://aurora2.pentarch.org/index.php?topic=12523.msg160659#msg160659) is unchanged, with 80 black holes added for Real Stars games. But the list of real stars in the database is about 15x bigger than it was at that time. Could you maybe generate 500-1000 black holes instead of 80, to keep a similar ratio to what it was before, and a similar ratio to Random Stars?

(As a benchmark, 968 black holes among 63543 real stars would give you a 1.5% chance.)
Title: Re: Suggestions Thread for v2.4.0
Post by: paolot on August 16, 2024, 05:04:27 PM
I remember of reading this already: in the System Map, please, the possibility to hide the civilian fleets.
In a crowded system, when zooming out, their markers hide all the rest (also hiding much of the information in the fleet label: see image).
Title: Re: Suggestions Thread for v2.4.0
Post by: Jovus on August 16, 2024, 05:38:54 PM
I remember of reading this already: in the System Map, please, the possibility to hide the civilian fleets.

This already exists. Uncheck civilians in the display tab of your system view framebox (the big box on the left side that's strangely easy to forget about).
Title: Re: Suggestions Thread for v2.4.0
Post by: paolot on August 16, 2024, 06:08:58 PM
I remember of reading this already: in the System Map, please, the possibility to hide the civilian fleets.

This already exists. Uncheck civilians in the display tab of your system view framebox (the big box on the left side that's strangely easy to forget about).

Thank you, Jovus!
But, I did a mistake! I should have written: "the possibility to hide the name/the information of the civilian fleets".
I'm OK with the dots of the fleets.
But the long strings and too many of them clutter the screen.
Title: Re: Suggestions Thread for v2.4.0
Post by: Jovus on August 16, 2024, 08:16:08 PM
I'm excited about the BFC granularity changes, but those huge dropdown menus look really difficult or tedious to deal with on the regular. Could we instead have an interface in BFC project creation where we're able to enter desired tracking speed and range by hand and the game automatically calculates BFC size based on those parameters while disallowing TS/range outside the accepted min/max envelope? We already have something similar for turrets, and that makes turret creation much, much easier than if we had to use a dropdown for TS.
Title: Re: Suggestions Thread for v2.4.0
Post by: skoormit on August 17, 2024, 09:45:12 AM
Econ window, list of colonies in left-side pane.

With the "By Function" box ticked, the colonies are grouped by function, then by system.
Within each group, the systems have different orderings.

Here are a few groupings where the system ordering works great:

Populated Systems: by total pop.
Automated Mining Colonies: by total number of automines/orbital mining modules.
Civilian Mining Colonies: by total number of CMC.

Here is one I think should change:
Listening Posts: by total number of DSTs, then (apparently) by creation date of oldest listening post colony in the system.

Could we change that to just alphabetical order?
I tend to put a single DST on one body in any system I would otherwise leave uncolonized.
As the list grows, it becomes a chore to find any particular colony.
Title: Re: Suggestions Thread for v2.4.0
Post by: paolot on August 17, 2024, 04:42:49 PM
In the Naval Organization window, Shipping Line tab, the events list in the right most section: when scrolling the list, the first row (the names of the columns) moves too.
Is it possible to 1) keep it blocked, 2) add the column header/name "Quantity"?
And I would also like a different order of the columns, i.e.: Date, Ship, Trade Good, Quantity, Origin, Destination; but this is just my personal taste.
Thanks!
Title: Re: Suggestions Thread for v2.4.0
Post by: LuuBluum on August 19, 2024, 01:50:55 AM
A perennial suggestion but one I'll continue to make, it'd be my dream for ground support fighters to be replaced with an aircraft-type unit.

Like... if you manage to put that into the next release (whenever that'll be), that'll be the perfect version and barring bugfixes I would desire no new features.
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on August 19, 2024, 02:11:43 AM
A perennial suggestion but one I'll continue to make, it'd be my dream for ground support fighters to be replaced with an aircraft-type unit.

Like... if you manage to put that into the next release (whenever that'll be), that'll be the perfect version and barring bugfixes I would desire no new features.

I know ground support doesn't really work, so I will sort that at some point.
Title: Re: Suggestions Thread for v2.4.0
Post by: alex_brunius on August 19, 2024, 03:07:51 AM
A perennial suggestion but one I'll continue to make, it'd be my dream for ground support fighters to be replaced with an aircraft-type unit.

Like... if you manage to put that into the next release (whenever that'll be), that'll be the perfect version and barring bugfixes I would desire no new features.

I know ground support doesn't really work, so I will sort that at some point.

Airsupport (Space/Air/Ground) in general IMO is a very tricky area to balance in all games, which is prone to end up either overpowered or too weak to be useful at all, because it's very hard to account for the sheer complexity in possible interactions (size of forces, types of forces, types of weapons & units, types of terrains & other modifiers). It's also very easily exploitable with a simple implementation by using a minimal throw away ground force just to "check a box" and then blast the living bejeezus out of a large enemy ground force with a massive air/space force.

The most realistic implementations of Air Support that I have seen in other games is where the main reason to use it is not direct damage but various bonuses and force multipliers for the boots on the ground (which I think could be a bit tricky to show well in the Aurora C# UI). That gives a clear (and controllable) cap of how much benefit it can provide maximum, which can be scaled until your happy with balance. It's also more realistic because no serious landwar can be won without a competent ground force, and there is alot of real diminishing returns when just throwing more bombs/rockets/orbital strikes stops being useful because the enemy either adapted or became desperate enough to disperse forces among the civilian population & installations to ensure you will be conquering nothing but ashes.

Some brainstorming ideas:
- Air/Space support which can break up a stalemate (no one want to attack because both sides are heavily dug in) => Reduce effective enemy dug in bonus lowering damage for your supported ground forces. This should not be able to reduce the defensive bonus from terrain (since jungles and mountains lower effectiveness of airsupport also).
- Air/Space support which can take out STOs with lower collateral damage (drop a smaller force to assist taking out numerous well dug in STOs in mountainous terrain planets) => Greatly Increased accuracy for attacks vs STOs when there are friendly ground formations with FFD available.
- Air/Space support which increase fighting efficiency of supported ground forces => x% higher attack/avoidance values for formations with FFD support due threat of airsupport lowering enemy options and providing friendly recon.

I do think that the approach with FFD is correct here and something that should be expanded upon even if allocations could be much better handled/automated as it's micro-hell currently to assign hundreds of ground support fighters. What I feel is missing from this mechanic is a maximum amount of "tonnage" size formation per FFD so you cannot abuse bonuses by making a massive formation with a single FFD. A FFD equipped light vehicle is 72 ton so I would suggest maximum bonuses being reached when having at least 1 FFD component per either 1000 or 2000ton (7.2% or 3.6% tonnage as LVH-FFD for full bonus).

With this approach the current damage values (which are on the low side) can be kept as they are.

Some other QoL/Balancing ideas:
- Ground support fighters (or perhaps any ship) below certain size probably shouldn't become wrecks when destroyed to lower micromanagement.
- AA needs to be balanced to not be binary or lower/counteract the ground support bonus instead (currently below a certain value it does nothing, and above it all fighters will be massacred).
- It would be helpful to be able to build dedicated ground support fighter designs with GFCC
- Treat them as wings/not clutter the Naval OOB as much, own UI window?.
(although I can imagine that the last two would not be fun/easy to code)
Title: Re: Suggestions Thread for v2.4.0
Post by: skoormit on August 19, 2024, 05:21:23 AM
I like to leave fuel stations at all jump points throughout my core systems, to facilitate cross-empire travel by ships without very large fuel range.

I find myself quite often manually refueling a fleet just enough to get to the next refueling point (or the fleet's ultimate destination).

Suggestion for new fleet orders: "Refuel (Minimal)" and "Refuel (Minimal) from Stationary Tankers"
These orders behave like the current refuel orders, but instead of completely filling each ship in the fleet, refuel each ship in the fleet sufficiently to reach the next refuel order in the order list (plus perhaps a small error margin, like 1%), or to reach the last order in the list if there are no subsequent refuel orders.
If the fuel source is emptied before providing sufficient fuel, or if any ship in the fleet is completely refueled but still cannot reach the next refuel order, generate an interrupt event (but continue the order list--do not clear the list).
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on August 19, 2024, 07:05:51 AM
I like to leave fuel stations at all jump points throughout my core systems, to facilitate cross-empire travel by ships without very large fuel range.

I find myself quite often manually refueling a fleet just enough to get to the next refueling point (or the fleet's ultimate destination).

Suggestion for new fleet orders: "Refuel (Minimal)" and "Refuel (Minimal) from Stationary Tankers"
These orders behave like the current refuel orders, but instead of completely filling each ship in the fleet, refuel each ship in the fleet sufficiently to reach the next refuel order in the order list (plus perhaps a small error margin, like 1%), or to reach the last order in the list if there are no subsequent refuel orders.
If the fuel source is emptied before providing sufficient fuel, or if any ship in the fleet is completely refueled but still cannot reach the next refuel order, generate an interrupt event (but continue the order list--do not clear the list).

IMO, it would be sufficient and general enough to make the logistical orders (refuel, resupply, reload, etc.) make use if the "Minimum" field in the orders interface.
Title: Re: Suggestions Thread for v2.4.0
Post by: skoormit on August 19, 2024, 08:19:10 AM
I like to leave fuel stations at all jump points throughout my core systems, to facilitate cross-empire travel by ships without very large fuel range.

I find myself quite often manually refueling a fleet just enough to get to the next refueling point (or the fleet's ultimate destination).

Suggestion for new fleet orders: "Refuel (Minimal)" and "Refuel (Minimal) from Stationary Tankers"
These orders behave like the current refuel orders, but instead of completely filling each ship in the fleet, refuel each ship in the fleet sufficiently to reach the next refuel order in the order list (plus perhaps a small error margin, like 1%), or to reach the last order in the list if there are no subsequent refuel orders.
If the fuel source is emptied before providing sufficient fuel, or if any ship in the fleet is completely refueled but still cannot reach the next refuel order, generate an interrupt event (but continue the order list--do not clear the list).

IMO, it would be sufficient and general enough to make the logistical orders (refuel, resupply, reload, etc.) make use if the "Minimum" field in the orders interface.

That would be a useful feature, but it doesn't seem like it would help in this case, because different ships in the fleet might require different amounts of fuel.
Also, it would require calculating ahead of time how much fuel will be needed, which requires manual calculation work rather than just refueling until ships have the necessary range.
And it would not be useful at all for order templates, again because different ships will need different amounts of fuel.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on August 19, 2024, 08:23:05 AM
I like to leave fuel stations at all jump points throughout my core systems, to facilitate cross-empire travel by ships without very large fuel range.

I find myself quite often manually refueling a fleet just enough to get to the next refueling point (or the fleet's ultimate destination).

Suggestion for new fleet orders: "Refuel (Minimal)" and "Refuel (Minimal) from Stationary Tankers"
These orders behave like the current refuel orders, but instead of completely filling each ship in the fleet, refuel each ship in the fleet sufficiently to reach the next refuel order in the order list (plus perhaps a small error margin, like 1%), or to reach the last order in the list if there are no subsequent refuel orders.
If the fuel source is emptied before providing sufficient fuel, or if any ship in the fleet is completely refueled but still cannot reach the next refuel order, generate an interrupt event (but continue the order list--do not clear the list).

IMO, it would be sufficient and general enough to make the logistical orders (refuel, resupply, reload, etc.) make use if the "Minimum" field in the orders interface.

That would be a useful feature, but it doesn't seem like it would help in this case, because different ships in the fleet might require different amounts of fuel.
Also, it would require calculating ahead of time how much fuel will be needed, which requires manual calculation work rather than just refueling until ships have the necessary range.
And it would not be useful at all for order templates, again because different ships will need different amounts of fuel.

It might not be optimal for this specific need, but it would be very useful in a wide range of cases which IMO is a better thing to implement. Also easier and less error-prone, I would think.

I have many cases where I would like to take or leave X amount of fuel or MSP but instead I have to manually watch the levels while advancing time. Having some way to set a value and move on with the game would eliminate a lot of micromanagement for me, and I don't mind having to do occasional napkin math while playing with my spaceship spreadsheet personally.
Title: Re: Suggestions Thread for v2.4.0
Post by: Garfunkel on August 19, 2024, 05:39:11 PM
Ability to tractor wrecks.

Ability to export/import ground force units, formations and organizations, both independently of tech levels and taking them into account. This would make it possible for us to build a library of historically accurate armies that players could just plug'n'play as the old advertising jingle went.
Title: Re: Suggestions Thread for v2.4.0
Post by: skoormit on August 20, 2024, 09:00:58 AM
On the Empire Mining tab, would it be possible to squeeze in a column that shows the total stockpile of all minerals at a body?
Would make it easier to scan the list for colonies that have sufficient minerals to fill a freighter.
Title: Re: Suggestions Thread for v2.4.0
Post by: Lumpy on August 20, 2024, 12:04:46 PM
Here are my pretty please with a cherry on top wishes for small QoL changes for the next version:

1. Add a Refuel until full movement order for tankers. This would reduce the micro involved with gas giant harvesting stations so much.

2. Add an option to Highlight science projects which are not at lab cap in the science window. This would really help in managing science in low research rate, limited scientist admin games in which you have potentially dozens and dozens of research projects running simultaneously.

3. Add an option to choose the new system an unexplored JP leads to when in SM mode. I think this feature was in the legacy version of Aurora if I recall correctly. This would be great for RP purposes when you for example want to guarantee certain systems near Sol appearing in your game.

And maybe a bigger wish that is slightly (lol) out of scope for the next version:

Add air units as standard ground elements. They would only need light extra rules (can only be attacked by AA, maybe have their own field position depending on which enemy field position you want to attack). This would potentially make AI air units finally a thing without requiring extensive AI coding.
Title: Re: Suggestions Thread for v2.4.0
Post by: skoormit on August 21, 2024, 05:00:12 AM
Add the ability to rename waypoints.

I often find myself wishing an existing waypoint had a different name.
The only option currently is to delete and recreate.
Title: Re: Suggestions Thread for v2.4.0
Post by: TMaekler on August 21, 2024, 07:51:49 AM
Doing a ground invasion of an alien home world, and the information is overwhelming. Would it be possible to handle ground combat reports in a separate tab of the ground forces window, rather than (or in addition to) via the event list? When the enemy has dozens of unit types, the paragraph format of estimated ground forces is extremely difficult to absorb. It would be a lot easier if it were presented in table format in a specific tab of the ground forces window.

I know UI isn't super high on the list of priorities, but hopefully Steve will be doing a home world invasion in his current game and take pity on us!

Don't forget you can hide most of the events. In major ground combat, I just leave the overall results events and the intel events, so it is very easy to read. If you need to see the hidden events without un-hiding them individually, use See All Events on the events window.
Building upon Steve's idea, I propose the following: allow players to create and save multiple custom visibility profiles for events. Each profile could include specific settings for which events are displayed, hidden, or collapsed. A convenient way to switch between saved profiles quickly, perhaps using a dropdown menu would be beneficial.

This feature would allow players to tailor their event display to suit their playstyle and preferences, improving efficiency by quickly switching between different visibility settings for various game scenarios (e.g., ground invasions, space battles, diplomacy). Furthermore, reducing visual clutter and improving focus during intense gameplay moments would enhance the overall user experience.
Title: Re: Suggestions Thread for v2.4.0
Post by: buczbucz on August 21, 2024, 08:36:56 AM
1. Naval Organization -> Select Fleet -> Movement Orders -> Load Installations / Load Minerals / Load Ship Components / Load Ground units
Add a bracket that shows how many cargo holds each of those items take.
Same way as it's already implemented in Economics -> Civilian / Flags screen.

2. Naval Organization -> Select Fleet -> Load Ground units
Add a bracket that shows how many tons each unit weights.

SJW: Added both for v2.6
Title: Re: Suggestions Thread for v2.4.0
Post by: Nappy on August 22, 2024, 06:10:17 PM
Ive had some issues with ground management, even after the update. I would suggest there being a mechanic for ground training units to replenish depleted ground units on a planet if given orders to, since such units (especially in large numbers  :P ) are hard to track manually.
Title: Re: Suggestions Thread for v2.4.0
Post by: nakorkren on August 23, 2024, 04:09:25 PM
When obsoleting technology in the View Technology window, the "Obsolete" button obsoletes the selected item but then focus stays on the two buttons at the bottom. If focus stayed (or was returned to) the next item on the list, it would be much easier to obsolete a significant number of old items (e.g. every magnetoplasma engine you ever researched or prototyped, once you get to magnetic fusion engines).

An even better option would be the "Obsolete" button applying to every item you selected. We already have the ability to multiselect in the UI for that list, but presently hitting the "Obsolete" button only obsoletes the top-most selected item.
Title: Re: Suggestions Thread for v2.4.0
Post by: Garfunkel on August 24, 2024, 12:54:17 AM
Make it so that empty fleets can be moved to waypoints in addition to colonies since we cannot make colonies on gas giants.
Title: Re: Suggestions Thread for v2.4.0
Post by: Black on August 24, 2024, 08:04:26 AM
Make it so that empty fleets can be moved to waypoints in addition to colonies since we cannot make colonies on gas giants.

I believe this is possible if you select Rendezvous type of Waypoint.
Title: Re: Suggestions Thread for v2.4.0
Post by: Nappy on August 24, 2024, 09:22:11 AM
A perennial suggestion but one I'll continue to make, it'd be my dream for ground support fighters to be replaced with an aircraft-type unit.

Like... if you manage to put that into the next release (whenever that'll be), that'll be the perfect version and barring bugfixes I would desire no new features.

I know ground support doesn't really work, so I will sort that at some point.



Thank you. Is there any way to make reorganizing depleted ground units more feasible? I've been having trouble with it and wanted to ask if there can be a mechanic for regenerating them to full strength (using the ground formation buildings) once they return home from an expedition.
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on August 24, 2024, 09:53:33 AM
A perennial suggestion but one I'll continue to make, it'd be my dream for ground support fighters to be replaced with an aircraft-type unit.

Like... if you manage to put that into the next release (whenever that'll be), that'll be the perfect version and barring bugfixes I would desire no new features.

I know ground support doesn't really work, so I will sort that at some point.



Thank you. Is there any way to make reorganizing depleted ground units more feasible? I've been having trouble with it and wanted to ask if there can be a mechanic for regenerating them to full strength (using the ground formation buildings) once they return home from an expedition.

You can use replacement ground units and they will refill from those automatically.
Title: Re: Suggestions Thread for v2.4.0
Post by: paolot on August 24, 2024, 10:20:26 AM
In the Shipyard list, would it be possible to give evidence of the ones with "No Class Assigned", e.g. using another color of the text?
If there are several SYs, this information could be lost.

Then, can I suggest again that a message should appear in the column "Current Activity" when a shipyard is building a ship? something like "Building ship(s)" or "Shipyard(s) Busy", instead of "No activity".
Because building a ship is an activity of a shipyard.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on August 24, 2024, 10:33:54 AM
In the Shipyard list, would it be possible to give evidence of the ones with "No Class Assigned", e.g. using another color of the text?
If there are several SYs, this information could be lost.

Supported. Trying to read this information off the table is annoying.

Quote
Then, can I suggest again that a message should appear in the column "Current Activity" when a shipyard is building a ship? something like "Building ship(s)" or "Shipyard(s) Busy", instead of "No activity".
Because building a ship is an activity of a shipyard.

"Shipyard Activity" refers to things like expanding the yard, adding a slipway, retooling, etc. It is perhaps a tad confusing as a word choice, but the current implementation works fine otherwise - if a shipyard is currently free for an "Activity" that's information I want to know, if I want to see whether a shipyard has slipways available that is in a different column, no need to display it twice.

For example, if I want to design a new ship class, I might design a 15,000-ton ship if that shipyard has No Activity, instead of a 20,000-ton ship if that shipyard is halfway through adding a slipway. So that is why the "No Activity" status is relevant and meaningful.
Title: Re: Suggestions Thread for v2.4.0
Post by: alex_brunius on August 24, 2024, 11:34:27 AM
Because building a ship is an activity of a shipyard.
Technically the ship is not built by the "shipyard" itself but by one of it's slipways, thus the correct place to see how many of the slipways are free is in the "SW" (Slipways) and "Avail"(Available Slipways) columns.

Because with the logic of using the shipyard it would be entirly possible that the Shipyard is for example 14.28% busy building ships (1 out of 7 slipways in use).

What might make sense to make the UI a bit more beginner friendly is to combine the two columns to a single one and write out the whole name as "Available Slipways" 6/7 instead (in the example of having 1 out of 7 total slipways in use).

Instead of "No Activity" the text could also be changed to say "No Shipyard Modification" and column title could change from "Current Activity" into "Shipyard Modification"
Title: Re: Suggestions Thread for v2.4.0
Post by: nakorkren on August 24, 2024, 03:57:29 PM
In the Fleet Movement Orders tab, could the list of orders include the distance and/or time to complete each order to the right of the order on that line, like the example below? Could be in what ever the most significant unit of distance/time is, or whatever makes it easy, but some indication of how long it's going to take for each move would be helpful since right now the only way to glean that (without adding one order step at a time and taking notes on the delta as you add each step) is to go to the system the fleet is currently in and look on the map, which only tells you the first step.

JP1: Rana (JG): Standard Transit (1.7B km, 2.1 days)
JP3: Polaris (JG): Standard Transit (981 km, 23.2 hours)
Title: Re: Suggestions Thread for v2.4.0
Post by: skoormit on August 28, 2024, 04:07:58 PM
When deleting formations (in the Ground Forces window, OOB tab), it would be nice if the treeview control in the left pane did not re-expand all collapsed nodes.
Title: Re: Suggestions Thread for v2.4.0
Post by: paolot on August 29, 2024, 02:08:18 PM
Class Design window, in the list of the installed systems in a class, next the name of each chosen item, would it be possible to indicate its weight/size (in the case, multiplied by the number of the installed ones), or indicate the mass/size of the type of systems (let's say, all the engines, all the lasers, etc.)?
IMO, it would help in balancing the weights, or in finding the item(s) to improve with new research project(s).
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on August 29, 2024, 04:26:54 PM
Class Design window, in the list of the installed systems in a class, next the name of each chosen item, would it be possible to indicate its weight/size (in the case, multiplied by the number of the installed ones), or indicate the mass/size of the type of systems (let's say, all the engines, all the lasers, etc.)?
IMO, it would help in balancing the weights, or in finding the item(s) to improve with new research project(s).

Check the components tab.
Title: Re: Suggestions Thread for v2.4.0
Post by: paolot on August 29, 2024, 04:53:17 PM
Thank you, Steve.
It's my laziness in changing tab, and hope to read everything in the same place.  ;D
Title: Re: Suggestions Thread for v2.4.0
Post by: paolot on August 29, 2024, 05:13:06 PM
In the event, when a fleet arrives to a site for the overhaul, is it possible to indicate that ships are beginning this?
The event now says "Fleet X has completed orders. Orbiting ABC". Personally, reading this, I open the Naval Organization window to understand what ships are doing (I don't remember the orders of tens of fleets...!). But, at least in the case of overhaul, I think it wouldn't be necessary, because they will be stationary for several turns. Instead, for other situations I could issue other orders, so i need to open that window.
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on August 30, 2024, 05:50:36 AM
I like to leave fuel stations at all jump points throughout my core systems, to facilitate cross-empire travel by ships without very large fuel range.

I find myself quite often manually refueling a fleet just enough to get to the next refueling point (or the fleet's ultimate destination).

Suggestion for new fleet orders: "Refuel (Minimal)" and "Refuel (Minimal) from Stationary Tankers"
These orders behave like the current refuel orders, but instead of completely filling each ship in the fleet, refuel each ship in the fleet sufficiently to reach the next refuel order in the order list (plus perhaps a small error margin, like 1%), or to reach the last order in the list if there are no subsequent refuel orders.
If the fuel source is emptied before providing sufficient fuel, or if any ship in the fleet is completely refueled but still cannot reach the next refuel order, generate an interrupt event (but continue the order list--do not clear the list).

IMO, it would be sufficient and general enough to make the logistical orders (refuel, resupply, reload, etc.) make use if the "Minimum" field in the orders interface.

That would be a useful feature, but it doesn't seem like it would help in this case, because different ships in the fleet might require different amounts of fuel.
Also, it would require calculating ahead of time how much fuel will be needed, which requires manual calculation work rather than just refueling until ships have the necessary range.
And it would not be useful at all for order templates, again because different ships will need different amounts of fuel.

It might not be optimal for this specific need, but it would be very useful in a wide range of cases which IMO is a better thing to implement. Also easier and less error-prone, I would think.

I have many cases where I would like to take or leave X amount of fuel or MSP but instead I have to manually watch the levels while advancing time. Having some way to set a value and move on with the game would eliminate a lot of micromanagement for me, and I don't mind having to do occasional napkin math while playing with my spaceship spreadsheet personally.

I've added two new minimum refuel orders using the class minimum capacity, plus I have added the option to specify an amount per ship to four existing orders. This should cover most cases.

The concept of adding just enough fuel to get somewhere is a lot tricker, because the distance at the time of refuelling might change due to the subsequent orbits of planets and Lagrange points or the movement of target fleets.

http://aurora2.pentarch.org/index.php?topic=13463.msg171244#msg171244
Title: Re: Suggestions Thread for v2.4.0
Post by: db48x on August 30, 2024, 04:17:13 PM
I once created a prototype that demonstrated a way to compute the exact quickest route across a system, even with a moving destination. It ends up computing the exact time the flight will take and the exact distance covered. If that were a regular part of the game it would allow you to load just enough fuel.

I think the real reason not to do it is that you’ll always want extra fuel on board to cover unexpected circumstances, like occasionally running away from raiders.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on August 30, 2024, 04:33:30 PM
I've added two new minimum refuel orders using the class minimum capacity, plus I have added the option to specify an amount per ship to four existing orders. This should cover most cases.

The concept of adding just enough fuel to get somewhere is a lot tricker, because the distance at the time of refuelling might change due to the subsequent orbits of planets and Lagrange points or the movement of target fleets.

http://aurora2.pentarch.org/index.php?topic=13463.msg171244#msg171244

Will these also work with populations, to allow dropping off X amount of fuel, MSP, etc. on distant planets?
Title: Re: Suggestions Thread for v2.4.0
Post by: nakorkren on August 31, 2024, 10:40:37 AM
Suggest/request adding a filter to the Naval Organization window that lets you filter the list of admins and fleets by system, i.e. only show ships in Sol. This would make it easier to figure out what your options are for responding to an enemy appearing in a specific system. Bonus points if you could pick the filter system plus a radius, e.g. show all fleets in or within one jump of Sol.
Title: Re: Suggestions Thread for v2.4.0
Post by: Garfunkel on August 31, 2024, 07:23:33 PM
Make it so that empty fleets can be moved to waypoints in addition to colonies since we cannot make colonies on gas giants.

I believe this is possible if you select Rendezvous type of Waypoint.
Sadly, it is not possible.
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on September 01, 2024, 04:04:12 AM
Make it so that empty fleets can be moved to waypoints in addition to colonies since we cannot make colonies on gas giants.

I believe this is possible if you select Rendezvous type of Waypoint.
Sadly, it is not possible.

It is. If you create a rendezvous waypoint, then it appears as a valid location for moving a fleet in SM mode (on the Misc tab of the Fleet window).
Title: Re: Suggestions Thread for v2.4.0
Post by: Garfunkel on September 01, 2024, 04:13:20 AM
Well shiver me timbers and call me Nancy, I restarted Aurora and now it works. I have no idea why it did not work before.
Title: Re: Suggestions Thread for v2.4.0
Post by: paolot on September 01, 2024, 10:33:22 AM
Three proposals for the Galactic Map.
1. Next each system, it would be nice to have also an icon for the ground units (if present), like we have for the fleets.
2. In the Overview tab, I think it could be useful to have also information about the Lagrange Points in the selected system: the number of them in the summary of the system bodies at least (as having also them in the mini system map, together with the JPs, request to recalculate their positions at each turn, while their possible total is deducible from the number of large planets there).
3. Together with the data about known and (grav)surveyed systems, it could be interesting to have also the fully geosurveyed ones.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on September 01, 2024, 10:48:00 AM
Three proposals for the Galactic Map.
1. Next each system, it would be nice to have also an icon for the ground units (if present), like we have for the fleets.

Not a bad idea.

Quote
2. In the Overview tab, I think it could be useful to have also information about the Lagrange Points in the selected system: the number of them in the summary of the system bodies at least (as having also them in the mini system map, together with the JPs, request to recalculate their positions at each turn, while their possible total is deducible from the number of large planets there).

I think the most useful way to display this is in the mini system map in the lower-left, as an (orange?) ring around each star in the system that is orbited by a body with a LP. Reason being that LPs are, at best, marginally useful for moving between planets orbiting the same star (sometimes they'll line up and you can shave time off, otherwise they don't do much), but are extremely useful for traveling between distant binaries, etc.

Quote
3. Together with the data about known and (grav)surveyed systems, it could be interesting to have also the fully geosurveyed ones.

Also a good idea.
Title: Re: Suggestions Thread for v2.4.0
Post by: skoormit on September 08, 2024, 10:08:29 AM
How about "Land on Any Mothership (No Assign)" as an order?

I do a lot of landing on carriers when one or more of the following is true:
1) There's only one carrier in the fleet.
2) There are multiple carriers, but I don't know which ones have free space.
3) I'm landing multiple ships across multiple carriers and I don't care which ships end up on which carrier.

In these cases, an order such as the above would save quite a bit of clicks and/or time (trying to figure out which carrier(s) have free space in a large fleet).
Title: Re: Suggestions Thread for v2.4.0
Post by: skoormit on September 11, 2024, 09:32:27 AM
Two new size options for mass drivers:

Mass Driver - Small
size and capacity: 20% of standard Mass Driver
cost: 25% of standard Mass Driver

Mass Driver - Large
size and capacity: 500% of standard Mass Driver
cost: 400% of standard Mass Driver


Reasoning:
A large majority of the OM-eligible asteroids in the early game have less than 25kt of minerals in total.
Delivering a 25kt facility (and moving it elsewhere when the body is depleted) imposes a high logistical cost relative to just scooping directly from multiple mining locations to fill a freighter.
The proposed smaller mass driver imposes a more reasonable logistical cost, for a 25% rate cost premium.

The large mass driver offers 20% cost savings for very large mineral-flinging operations.


I would imagine these would be available without additional tech, but I could also see putting them behind a fairly cheap Logistics research.
Title: Re: Suggestions Thread for v2.4.0
Post by: alex_brunius on September 11, 2024, 02:40:50 PM
Two new size options for mass drivers:

Mass Driver - Small
size and capacity: 20% of standard Mass Driver
cost: 25% of standard Mass Driver

Mass Driver - Large
size and capacity: 500% of standard Mass Driver
cost: 400% of standard Mass Driver

Reasoning:
A large majority of the OM-eligible asteroids in the early game have less than 25kt of minerals in total.
Delivering a 25kt facility (and moving it elsewhere when the body is depleted) imposes a high logistical cost relative to just scooping directly from multiple mining locations to fill a freighter.
The proposed smaller mass driver imposes a more reasonable logistical cost, for a 25% rate cost premium.

The large mass driver offers 20% cost savings for very large mineral-flinging operations.

I would imagine these would be available without additional tech, but I could also see putting them behind a fairly cheap Logistics research.

IMO just make the regular one 5kt size instead if logistical size is an issue, for more capacity you can just stack several of them right so no need to have several bigger models? I can't really see any situations where you worry about efficiency so much or where cost of mass drivers make up a meaningful portion of your total construction cost such that you would care about saving 20% on cost of them.
Title: Re: Suggestions Thread for v2.4.0
Post by: Panopticon on September 11, 2024, 02:54:24 PM
I agree with Alex, like, I wouldn't be mad to have more mass driver options, but I don't know that it is really solving any problems.
Title: Re: Suggestions Thread for v2.4.0
Post by: Ultimoos on September 11, 2024, 03:02:05 PM
There is also something like a theme issue. Mass driver is an installation and no other installation in game has size variants. That only applies to ship modules.
Title: Re: Suggestions Thread for v2.4.0
Post by: skoormit on September 11, 2024, 03:12:48 PM
I agree with Alex, like, I wouldn't be mad to have more mass driver options, but I don't know that it is really solving any problems.

But I explained exactly what problems it solves, even if those problems don't apply to you.
Title: Re: Suggestions Thread for v2.4.0
Post by: alex_brunius on September 11, 2024, 03:18:51 PM
But I explained exactly what problems it solves, even if those problems don't apply to you.
My point was that your problem can be solved equally well without need of adding any new types of mass driver installations at all.

In theory we could even change the regular mass driver to be 10% the size, 10% the cost, 10% capacity and then you can just stack as many (or as few) of them as you need to model any arbitrary capacity desired (just like you stack all other installations).
Title: Re: Suggestions Thread for v2.4.0
Post by: paolot on September 11, 2024, 05:02:07 PM
I agree with alex_brunius and Panopticon, as the present capacity of the mass driver is OK for me.
And when I need to move one of them (or installations in general) elsewhere, almost always I ask the civilian companies to do it (I often ask them also to deliver the first installations on a body).
Title: Re: Suggestions Thread for v2.4.0
Post by: L. Coelho on September 12, 2024, 02:27:20 PM
Is there any chance of adding a bearing to the measurement tool?

The dream is a grid overlay with readable coordinates on a per-system basis, plus bearing tools. It’d make so many things so much easier.

But, I gotta figure this has been a requested feature forever and it’s just complicated and annoying to implement, in which case I get it.
Title: Re: Suggestions Thread for v2.4.0
Post by: shatterstar on September 12, 2024, 02:42:17 PM
Hi Steve! I would like to make a quick suggestion that I felt does not warrant its own thread. I have noticed that when I equip my survey ships with any weapon but a CIWS, even the most meagre armament, they are classed as a warship.

What I was trying to do was to give them box missile launchers in order to be able to deploy buoys on important planets and jump points but also carry a few missiles for emergency self defense. However I can’t do that without the ship being classed as a warship, with even one missile launcher changing the classification.

What I would like to suggest is to have the “survey ship” classification take primacy over the “warship” classification so that having either Gravitational or Geological Survey Sensors will instantly make the ship a “survey ship” regardless of armament.

Or, at the very least, I would to classify certain missile launcher configurations as civilian; such that a survey ship can deploy buoys or non-explosive missiles (size 0 warhead) without being classed as a warship.

I understand that deploying buoys or carrying armament that could be used offensively is expressly military activity, but survey sensors already automatically classify a ship as military even if its engines are commercial. So a hostile or cautious actor would already see such a vessel as a possible threat.

Thanks for considering!
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on September 12, 2024, 10:29:58 PM
Hi Steve! I would like to make a quick suggestion that I felt does not warrant its own thread. I have noticed that when I equip my survey ships with any weapon but a CIWS, even the most meagre armament, they are classed as a warship.

What I was trying to do was to give them box missile launchers in order to be able to deploy buoys on important planets and jump points but also carry a few missiles for emergency self defense. However I can’t do that without the ship being classed as a warship, with even one missile launcher changing the classification.

Are you on the most recent version? I do this all the time and I thought for sure it had been changed.
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on September 13, 2024, 03:04:12 AM
Hi Steve! I would like to make a quick suggestion that I felt does not warrant its own thread. I have noticed that when I equip my survey ships with any weapon but a CIWS, even the most meagre armament, they are classed as a warship.

What I was trying to do was to give them box missile launchers in order to be able to deploy buoys on important planets and jump points but also carry a few missiles for emergency self defense. However I can’t do that without the ship being classed as a warship, with even one missile launcher changing the classification.

What I would like to suggest is to have the “survey ship” classification take primacy over the “warship” classification so that having either Gravitational or Geological Survey Sensors will instantly make the ship a “survey ship” regardless of armament.

Or, at the very least, I would to classify certain missile launcher configurations as civilian; such that a survey ship can deploy buoys or non-explosive missiles (size 0 warhead) without being classed as a warship.

I understand that deploying buoys or carrying armament that could be used offensively is expressly military activity, but survey sensors already automatically classify a ship as military even if its engines are commercial. So a hostile or cautious actor would already see such a vessel as a possible threat.

Thanks for considering!

It's a long-standing Aurora convention that any military systems will class a vessel as military rather than commercial, with all the attendant maintenance concerns. While small sensors are commercial and there are commercial magazines (which are inefficient and dangerous), missile launchers are different. There are no small commercial lasers for example, whereas CIWS has no offensive capability. It would be a contrivance to have launchers that can only fire missiles without warheads and even that is open to abuse. Besides, being able to lay buoys everywhere is definitely a military advantage.

BTW for Aurora purposes, 'Civilian' means a shipping line ship, whereas 'Commercial' means no maintenance required. 'Military' means maintenance required, while 'Warship' is any armed vessel. 'Survey Ship' in this context would normally be used in reference to auto-assignments. People will probably understand anyway (assuming I do understand :) ), but it will make it clearer what you mean.

Also, I assume you are talking about classifications for maintenance and not classifications for auto-assignment, because survey sensors should override launchers for the latter.
Title: Re: Suggestions Thread for v2.4.0
Post by: nakorkren on September 13, 2024, 10:32:30 PM
Would it be possible to implement an option on the map that lets fleet/wreck/lifepod/salvo names only be shown when you mouse over them? This would really declutter the map while still letting you check names when necessary.
Title: Re: Suggestions Thread for v2.4.0
Post by: nakorkren on September 14, 2024, 04:18:08 PM
On the mining tab next to the Mass Driver Destination setting, below where it shows estimated trip time, could we please see mass diver capacity/year (just 5000 x number of mass drivers present).

Would be nice to have it here on the tab where we can see how much minerals we're generating on our minining colony vs how much we can export via mass driver, rather than having to go check number of mass drivers on the Civilian/Stockpiles tab and then mentally multiply by 5000.
Title: Re: Suggestions Thread for v2.4.0
Post by: nakorkren on September 14, 2024, 04:30:51 PM
What: Could the Naval Organization tree show which ship is being towed by which in some fashion? Whether it's similar to how ships that are landed show the ship they're landed on in brakcets after the name e.g. Disabled Ship ABC (Tug 001) or even the other way around e.g. Tug 001 (Disabled Ship ABC). Either way, or in some other way, what ever is easiest.

Why: It would be helpful when you have more than one ship being towed by other ships within a fleet and you want to separate some but not others. If you use a lot of tugs and stations, this would be pretty helpful.
Title: Re: Suggestions Thread for v2.4.0
Post by: nakorkren on September 15, 2024, 09:54:52 PM
What: Have shipyards, ground force construction centers, maintenance facilities, research facilities, etc only use population when they're actually performing work. This could/should have a lower limit, e.g. perhaps 25% of max when doing no work (i.e. the workforce required to "keep the lights on") up to 100% when the facility is operating at peak capacity.

Why: Right now you can toggle on or off construction of MSP, you can use part of the industrial capacity, etc, but terraforming facilities and shipyards and GFCCs always use maximum population. This can be a strain on colonies, and right now the only way to prioritize one occupation over another is to move the facility to an unoccupied local moon. It would also add some element of gameplay choice as to how you prioritize use of the workforce when a given colony is workforce constrained. We already have wealth consumption occurring in this fashion, so why not population usage?
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on September 15, 2024, 10:13:57 PM
What: Have shipyards, ground force construction centers, maintenance facilities, research facilities, etc only use population when they're actually performing work. This could/should have a lower limit, e.g. perhaps 25% of max when doing no work (i.e. the workforce required to "keep the lights on") up to 100% when the facility is operating at peak capacity.

Why: Right now you can toggle on or off construction of MSP, you can use part of the industrial capacity, etc, but terraforming facilities and shipyards and GFCCs always use maximum population. This can be a strain on colonies, and right now the only way to prioritize one occupation over another is to move the facility to an unoccupied local moon. It would also add some element of gameplay choice as to how you prioritize use of the workforce when a given colony is workforce constrained. We already have wealth consumption occurring in this fashion, so why not population usage?

I would support this. IIRC, we had this in VB6 and it was lost or removed in the C# transition. I suspect the idea may have been to make population management more important, but what I see people do in practice is just shuffle facilities to an unimportant nearby colony (e.g., Luna) to free up population, which is just added micromanagement for the same result. In this case I think the VB6 approach was better.
Title: Re: Suggestions Thread for v2.4.0
Post by: alex_brunius on September 16, 2024, 07:24:33 AM
I would support this. IIRC, we had this in VB6 and it was lost or removed in the C# transition. I suspect the idea may have been to make population management more important, but what I see people do in practice is just shuffle facilities to an unimportant nearby colony (e.g., Luna) to free up population, which is just added micromanagement for the same result. In this case I think the VB6 approach was better.

I liked the VB6 approach of having the option to shut of almost any area of Industry, but then if you want to turn it on again there was IIRC a 180 day delay (so you could prioritize manufacturing workers but was a serious decision with some consequences)
Title: Re: Suggestions Thread for v2.4.0
Post by: ty55101 on September 16, 2024, 10:15:18 AM
Proposal: Increase size of reactors and decrease size of energy weapons

Why: Currently there is little gameplay decisions regarding reactors and it is mostly a possibility of them getting destroyed in combat. With the comparative size and power of a reactor to an energy weapon there is very little reason for a player to design a ship with reactors with less power than what the energy weapons need. If reactors were comparatively larger then it would be a viable decision to put more lasers and less reactors in order to increase alpha strike and reduce DPI. I think a good size between them would be a reactor being twice as large as the energy weapon it can power.
Title: Re: Suggestions Thread for v2.4.0
Post by: Black on September 19, 2024, 10:48:36 AM
Could we get a checkbox for ground force formations that would make them not visible when we are selecting troops to be picked up by transports?
Title: Re: Suggestions Thread for v2.4.0
Post by: paolot on September 19, 2024, 04:45:57 PM
In the Naval Organization window, Movement Orders tab, would it be possible to have different colours for jump points stabilised by different races? or, at least, a different colour for JPs stabilised by someone else than me?
And have the same colour for the JP in the Orders tab and for the box around the JP in the map?
Title: Re: Suggestions Thread for v2.4.0
Post by: Froggiest1982 on September 19, 2024, 05:12:08 PM
New planetary building: Trading Station or any other suitable name

Basically, civilians will trade only between bodies that have the Trading Station. I let your imagination run wild of the whys

 8)

EDIT: Of course, also having the ability to move trading goods with player controlled ships is an evergreen (but OT)
Title: Re: Suggestions Thread for v2.4.0
Post by: Kaiser on September 20, 2024, 05:26:35 AM
Steve, small suggestion, would it be possible to add a small legenda in the galactic map that explain what coloured circle indicates what? I know it is dumb maybe, because they are not that much, I do not know the other guys, but personally I tend to forget what a single circle indicates and I have to check and uncheck the box to figure out so, having a written legenda could give an immediate visual association between color and purposes.
Title: Re: Suggestions Thread for v2.4.0
Post by: Ush213 on September 22, 2024, 06:09:24 AM
Static Army Recruitment Bonuses for Colony Worlds

Similar to how ruins work what about if when discovering a habitable world there is a chance for that colony to give a static army recruitment bonus to units created on it.
Bonuses like 5% to defense or a boost in breakthrough and similar bonuses to the already existing fighting mechanics.

Taught behind it is as Auroras spoilers are mostly based on 40K Xenos it would be cool for RP reasons to be able to have armies or legions that have unique bonus to them based on the worlds they come from like the Space Marines have.
It would also encourage players to build colonies on those worlds regardless of their position in the galaxy, Some might even be on border systems and see a lot of fighting like 40Ks Cadia.



Title: Re: Suggestions Thread for v2.4.0
Post by: MinuteMan on September 27, 2024, 01:23:00 PM
Hi Steve,

Is it possible to add a "Current location" to the "Movement orders" "Bodies?" list?
Or if that is not possible. Add the body that you are currently orbiting to the "Bodies?" list.

Thanks in advance.
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on September 27, 2024, 02:05:03 PM
Hi Steve,

Is it possible to add a "Current location" to the "Movement orders" "Bodies?" list?
Or if that is not possible. Add the body that you are currently orbiting to the "Bodies?" list.

Thanks in advance.

The body you are orbiting will already be on the bodies list. If it already has a population, it will be in the list of populations that appears before the list of bodies.
Title: Re: Suggestions Thread for v2.4.0
Post by: Alsadius on September 27, 2024, 03:29:27 PM
Static Army Recruitment Bonuses for Colony Worlds

Similar to how ruins work what about if when discovering a habitable world there is a chance for that colony to give a static army recruitment bonus to units created on it.
Bonuses like 5% to defense or a boost in breakthrough and similar bonuses to the already existing fighting mechanics.

Taught behind it is as Auroras spoilers are mostly based on 40K Xenos it would be cool for RP reasons to be able to have armies or legions that have unique bonus to them based on the worlds they come from like the Space Marines have.
It would also encourage players to build colonies on those worlds regardless of their position in the galaxy, Some might even be on border systems and see a lot of fighting like 40Ks Cadia.

I'd probably structure this as those worlds being able to build units with the normal terrain bonuses ("Desert Warfare", "High Gravity", etc.), but without needing to pay the extra costs for those, or with a reduced cost penalty. Probably a lot easier to track in the code, and doesn't break the current design balance, but still has the same feel. That high-G, high-pressure hot desert mountain world that's a pain in the arse to live on suddenly gets a lot more appealing when you can use it to churn out Sardaukar. Normally, Extreme Pressure + High G + Extreme Temp + Mountain + Desert is a cost multiplier of 2*1.5*1.5*1.25*1.25 = 7.03. Even if it just halves the penalties, you're suddenly looking at a multiplier of 1.5*1.25*1.25*1.125*1.125 = 2.97 instead, which is less than half the final cost.

Not sure if it's balanced, but I think that's your best shot at making it work.
Title: Re: Suggestions Thread for v2.4.0
Post by: nakorkren on September 28, 2024, 03:10:09 PM
Highly likely it's been asked for many times before, but can we please please please  have Random Stars setting assign system names randomly from the list, rather than picking them in alphabetical order? This would be a significant QoL improvement. Currently if you play Random Stars you have to manually rename your systems as you discover them or accept that your galaxy will be comprised solely of names starting with the letter A or B for the first 50 years.

Hoping this is a really easy thing to implement.
Title: Re: Suggestions Thread for v2.4.0
Post by: Droll on September 28, 2024, 08:13:07 PM
Highly likely it's been asked for many times before, but can we please please please  have Random Stars setting assign system names randomly from the list, rather than picking them in alphabetical order? This would be a significant QoL improvement. Currently if you play Random Stars you have to manually rename your systems as you discover them or accept that your galaxy will be comprised solely of names starting with the letter A or B for the first 50 years.

Hoping this is a really easy thing to implement.

I second this. We already have the feature for ship class names so I don't really see why not.
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Zax on September 28, 2024, 11:11:44 PM
Highly likely it's been asked for many times before, but can we please please please  have Random Stars setting assign system names randomly from the list, rather than picking them in alphabetical order? This would be a significant QoL improvement. Currently if you play Random Stars you have to manually rename your systems as you discover them or accept that your galaxy will be comprised solely of names starting with the letter A or B for the first 50 years.

Hoping this is a really easy thing to implement.

the work around instead of manually renaming them, is open the file for system names, resort the names randomly, and then do it again EACH AND EVERY TIME you go thru to discover a new star.
Title: Re: Suggestions Thread for v2.4.0
Post by: nakorkren on September 28, 2024, 11:29:50 PM
the work around instead of manually renaming them, is open the file for system names, resort the names randomly, and then do it again EACH AND EVERY TIME you go thru to discover a new star.

Unless I'm misunderstanding you, that's exactly as much work as renaming them manually, because you have to resort it each time you discover a new star. Just checking to make sure I'm not missing something, because if it was as simple as randomizing the list once at the start of the game setup, that would be a legit workaround and I'd be kicking myself for not trying that.
Title: Re: Suggestions Thread for v2.4.0
Post by: Ush213 on September 29, 2024, 09:37:59 AM
Static Army Recruitment Bonuses for Colony Worlds

Similar to how ruins work what about if when discovering a habitable world there is a chance for that colony to give a static army recruitment bonus to units created on it.
Bonuses like 5% to defense or a boost in breakthrough and similar bonuses to the already existing fighting mechanics.

Taught behind it is as Auroras spoilers are mostly based on 40K Xenos it would be cool for RP reasons to be able to have armies or legions that have unique bonus to them based on the worlds they come from like the Space Marines have.
It would also encourage players to build colonies on those worlds regardless of their position in the galaxy, Some might even be on border systems and see a lot of fighting like 40Ks Cadia.


I'd probably structure this as those worlds being able to build units with the normal terrain bonuses ("Desert Warfare", "High Gravity", etc.), but without needing to pay the extra costs for those, or with a reduced cost penalty. Probably a lot easier to track in the code, and doesn't break the current design balance, but still has the same feel. That high-G, high-pressure hot desert mountain world that's a pain in the arse to live on suddenly gets a lot more appealing when you can use it to churn out Sardaukar. Normally, Extreme Pressure + High G + Extreme Temp + Mountain + Desert is a cost multiplier of 2*1.5*1.5*1.25*1.25 = 7.03. Even if it just halves the penalties, you're suddenly looking at a multiplier of 1.5*1.25*1.25*1.125*1.125 = 2.97 instead, which is less than half the final cost.

Not sure if it's balanced, but I think that's your best shot at making it work.

Ya i taught of that to. Im not good on the code side of things so im not sure what the difference in workload would be between using the current terrain bonus to using the ruins mechanic to create something new.
Title: Re: Suggestions Thread for v2.4.0
Post by: nakorkren on September 29, 2024, 11:12:41 AM
Could the Order of Battle tab remember the prior state of which nodes in the tree were collapsed vs open? It's frustrating to have to redo it every time I open the window or even check one of the options within the window. Besides, I suspect folks rarely want to see everything. I know I'm usually looking for a specific planet where combat is ongoing or where I'm organizing an army as new units are built.

SJW: I've added retention of the expanded vs closed for naval admin commands
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Zax on September 29, 2024, 01:01:15 PM
the work around instead of manually renaming them, is open the file for system names, resort the names randomly, and then do it again EACH AND EVERY TIME you go thru to discover a new star.

Unless I'm misunderstanding you, that's exactly as much work as renaming them manually, because you have to resort it each time you discover a new star. Just checking to make sure I'm not missing something, because if it was as simple as randomizing the list once at the start of the game setup, that would be a legit workaround and I'd be kicking myself for not trying that.

yeah I meant to say that this is just as much trouble. If you can choose a name randomly (and you know the difference between choose and random) then you are better off doing it your way. I have no confidence in MY ability to choose a name truly randomly, but thats just me.
Title: Re: Suggestions Thread for v2.4.0
Post by: Ghostly on September 30, 2024, 05:22:08 AM

Waypoint-firing with sensor missiles.
Currently, the only way (that I'm aware of after extensive testing) to strike a non-active contact target with sensor-equipped missiles is to calculate an intercept manually, place a waypoint there and fire the missiles at it, then use the currently broken Move Waypoint command to reposition the waypoint after the missiles approach the target ship close enough for their on-board sensors to detect it, but before they reach the waypoint itself. Doing so makes the missiles lose the waypoint as a target and target their ship contacts instead. Any missiles targeting the waypoint but lacking sensor contacts or those that have already reached the waypoint will be stuck in place instead until their endurance expires.

Examples of this behavior: https://imgur.com/a/xRqgYCn (https://imgur.com/a/xRqgYCn)

This tactic is very rewarding (to strike otherwise unreachable targets you need to use suboptimal missiles and calculate intercepts manually as if you were playing Highfleet) but it can only be executed once per game restart due to the broken waypoint movement, and I'm unsure whether the coming 2.6.0 fix will allow it to be used continuously or break it entirely, but either way it feels like it's not working as intended.

Proposed solution: allow sensor-capable missiles to behave in true homing missile fashion by automatically targeting any contact their sensors come across, as long as they were fired at a waypoint (to let them function properly when fired at ships in a conventional fashion), with a possible exception for any system body or JP waypoint (to avoid messing with sensor probes, although an option in missile designer to prevent sensor-based retargeting could solve this more elegantly).

Maintenance facilities at unpopulated worlds.
I'm sure this is a bug, but my survey ships would view worlds with ruins where maintenance facilities were unearthed as valid targets for Refuel, Resupply and Overhaul at Colony conditional order, despite the population and therefore the maintenance capacity of the world being zero, leading to them getting stuck in an eternal overhaul. I assume it was because the order considered theoretical maintenance capacity of the world as if it was at full population.

Proposed solution: either make the order consider actual maintenance capacity of possible maintenance locations, or make Act as Destination for Automated Refuel checkbox impact maintenance as well.

Moving ships between Admin Commands.
A movement order specifying a change in Admin Command was promised in 2017 (https://aurora2.pentarch.org/index.php?topic=8495.msg103849#msg103849 (https://aurora2.pentarch.org/index.php?topic=8495.msg103849#msg103849)) but never added. Ship Construction into Admin Commands is a step in the right direction but it gets increasingly tedious to drag existing fleets between admins the more fleets and admins you have, which is a real problem with a large empire. Therefore I propose adding an order or a menu to quickly change the Admin Command of a fleet.

SJW: As below, you can shift-click to get a second Fleet window, then drag between two windows

Boarding and crew mechanics.
A complicated one. Currently, freshly boarded ships don't seem to suffer any morale penalties despite suffering 100% crew losses (there seem to be exceptions, every spoiler ship I've boarded ended up with 100% morale but I've seen some NPR ships end up with 60% and 75% morale) and are perfectly capable of performing damage control on themselves, as well as performing any combat duties once the overhaul factor wears off despite being unmanned. I understand that a prize crew shouldn't be necessary to get a captured ship to a colony for scrapping or restoration, but the ship in question shouldn't be capable of doing much else.

SJW: This one is not straightforward and would need to fit in with a wider implementation of under-manning, which can happen to ships without being boarded. Having actual prize crews is an option, but then I need to add mechanics and tracking, or detach existing crew, etc.. However, I am not sure it adds any meaningful decisions to the game and would require more micromanagement. The overhaul factor was a way to prevent ships immediately becoming useful mid-battle and to simulate that it would take time to get the ship properly underway, without adding any additional micromanagement.

Proposed solution: Make boarded ships correctly calculate their morale (it would make sense for it to be 0). Make morale affect damage control rating. This would still allow unmanned commercial ships to perform normal damage control, and I'm unsure how to solve it (not sure if making crew losses affect damage control is feasible, and making unmanned ships have a strongly negative crew grade bonus would probably mess with military designs).

Additionally, having a Transfer Crew fleet order (subject to the Maximum Items setting) would allow the use of prize crews to perform damage control on captured ships, as well as reinforcing crews on ships that have sustained losses in deep space (perhaps with an option to add surplus crew to a ship design?). A case could be made that on-board Boarding Combat capable infantry should reduce the crew losses meter by their unit count.
In a similar vein, a Transfer Survivors order would solve the prolem of survivors being stuck on overcrowded ships, dooming their life supports if no nearby colony is available.
Lastly, adding an order to Replace Crew at Colony (to bring ship's Grade to the current Training Level) would solve the issue of ships that were launched when no trained crew was available being stuck with negative grade modifiers.

Boarding Swarm ships.
Nuff said. Swarm is easily the most dangerous threat one can encounter and there's but one tactic that can trivialize them entirely while also making their high tech available to the player. I do have a few ideas how to solve this like making all units boarding Swarm ships deal exclusively collateral damage while getting hit with a CAP/HCAP worth of "acid damage" each turn, but it would also be fine to make boarders die instantly, perhaps once they breach the armor.

SJW: I've removed the option to board swarm ships - this is something I have meant to do for a while, so this triggered me finally sorting it out. http://aurora2.pentarch.org/index.php?topic=13463.msg171567#msg171567

Load Assigned Ground Templates.
I'm not sure what's going on with this order, but I've had it fail constantly, sometimes even loading damaged formations of the target template that were set as "Use for Replacements" while ignoring the intact ones. I assume that the "load ground formations with the same original template" part seen here https://aurora2.pentarch.org/index.php?topic=13090.msg162545#msg162545 (https://aurora2.pentarch.org/index.php?topic=13090.msg162545#msg162545) makes it look at the template the formation was built with and not the one it currently possesses, which means it is liable to ignore perfectly valid formations, especially once they're upgraded after a new racial weapon/armour strength tech is available.

Proposed solution: Change the order to include all formations with matching current templates and sizes, as well as add a Load Assigned Ground Templates from Fleet order that ignores size differences to reduce the dreadful micro of recovering boarders from captured ships.

Commander UI shortcuts.
Double-clicking on a commander in Fleet UI to view him in the Commanders window is very useful, but some other areas could benefit from this functionality too:


Use of salvaged components.
Generic components that were salvaged, excavated or acquired from scrapping alien ships can be used in existing ship designs with no problem, but you can often salvage race-designed components that are equivalent to yours in all but name. Example: I'm currently sitting on a large stockpile of Size 2 Missile Launchers and 25cm V50/C5 Railguns that are functionally completely identical to my race-designed ones but can't be utilized without creating a new class to accommodate them with all the additional micro that this entails.

Proposed solution: add an option to refit components to functionally identical race-designed ones for a 10% cost in minerals, either through a button in GU/Stockpiles menu or through a new build menu in the Industry tab.

Sensor Buoys and NPRs
This might be difficult/controversial, but I find that sensor buyos are exceedingly overpowered as of now, providing a God-mode view of enemy movements. A hostile NPR ship will destroy a sensor buoy located on top of a JP it transits if the buoy is in its weapon range, but will ignore it if it has to alter its route to reach it, even if it's still able to detect it. Deploying the buoy 1.5mkm from a JP means it will never get destroyed and will continue feeding you useful intel forever. I'm not sure how difficult it would be to implement, but if an NPR could make note of detected buoys, mark them with a waypoint and incorporate said waypoints into their already existing routes (or dispatch specially assigned PD ships against buoys in high-value systems), it would greatly reduce the player's advantage in intel and incentivize the use of stealthier passive sensor buoys being deployed in a more strategic fashion. I would go as far as to propose that neutral NPRs should also target sensor buoys in their high-value systems, and incur a diplomatic penalty for the race that deployed them.

SJW: I could resolve this fairly easily by making NPRs become upset about buoys in the same way as ships. However, especially in large multi-race campaigns, it can be interesting for the player to see what is happening in different parts of the galaxy. Certainly for my own campaign, it adds a lot of flavour to the AAR be able to report on other races fighting (http://aurora2.pentarch.org/index.php?board=328.0). If players feel they are overpowered, then its easy enough to implement a house rule not to use them. I have added a point of interest for NPRs though when they detect a buoy.

Additionally, to make deploying buoys at various ranges less micro-intensive (it currently requires using the ruler tool and waypoints) I propose that the Launch Ready Ordnance order be given access to the Minimum Distance setting. This can be as simple as executing a Launch Ready Ordnance order targeting the ship's current location at the chosen distance from the selected object.


I would be delighted to hear your response, Steve.

[/list]

SJW: I'll fill in some other responses when I get time.
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on September 30, 2024, 07:42:36 AM
Moving ships between Admin Commands.
A movement order specifying a change in Admin Command was promised in 2017 (https://aurora2.pentarch.org/index.php?topic=8495.msg103849#msg103849 (https://aurora2.pentarch.org/index.php?topic=8495.msg103849#msg103849)) but never added. Ship Construction into Admin Commands is a step in the right direction but it gets increasingly tedious to drag existing fleets between admins the more fleets and admins you have, which is a real problem with a large empire. Therefore I propose adding an order or a menu to quickly change the Admin Command of a fleet.be delighted to hear your response, Steve.
On this one, if required you can open two fleet windows and drag between them.
Title: Re: Suggestions Thread for v2.4.0
Post by: Alsadius on September 30, 2024, 10:25:41 AM
Can we get the option to zoom the galaxy map? Even my relatively small explored area is starting to feel cramped, and big universes seem like big pains in the butt to visualize.

Also, a bit more pie-in-the-sky, it might be fun to have an option for naming themes of systems that works on a system-by-system basis. Each system has a naming scheme for things that get discovered from it, and every time you do, that'd be inherited by the newly discovered system. That way, people could have chains of systems keep similar names, but different chains have different schemes. (This means that instead of the current option for a system naming scheme that applies galaxy-wide, you'd just have the scheme for your homeworld, and it'd automatically spread outwards from there until you changed it somewhere.)
Title: Re: Suggestions Thread for v2.4.0
Post by: clew on September 30, 2024, 10:52:49 AM
Moving ships between Admin Commands.
A movement order specifying a change in Admin Command was promised in 2017 (https://aurora2.pentarch.org/index.php?topic=8495.msg103849#msg103849 (https://aurora2.pentarch.org/index.php?topic=8495.msg103849#msg103849)) but never added. Ship Construction into Admin Commands is a step in the right direction but it gets increasingly tedious to drag existing fleets between admins the more fleets and admins you have, which is a real problem with a large empire. Therefore I propose adding an order or a menu to quickly change the Admin Command of a fleet.be delighted to hear your response, Steve.
On this one, if required you can open two fleet windows and drag between them.

You can open two fleet windows? How? That would make moving battlegroups between geographic fleets much easier.
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on September 30, 2024, 10:55:25 AM
Moving ships between Admin Commands.
A movement order specifying a change in Admin Command was promised in 2017 (https://aurora2.pentarch.org/index.php?topic=8495.msg103849#msg103849 (https://aurora2.pentarch.org/index.php?topic=8495.msg103849#msg103849)) but never added. Ship Construction into Admin Commands is a step in the right direction but it gets increasingly tedious to drag existing fleets between admins the more fleets and admins you have, which is a real problem with a large empire. Therefore I propose adding an order or a menu to quickly change the Admin Command of a fleet.be delighted to hear your response, Steve.
On this one, if required you can open two fleet windows and drag between them.

You can open two fleet windows? How? That would make moving battlegroups between geographic fleets much easier.

If you hold shift when clicking on a toolbar button, it will open another window rather than selecting the existing one.
Title: Re: Suggestions Thread for v2.4.0
Post by: clew on September 30, 2024, 10:57:02 AM
Moving ships between Admin Commands.
A movement order specifying a change in Admin Command was promised in 2017 (https://aurora2.pentarch.org/index.php?topic=8495.msg103849#msg103849 (https://aurora2.pentarch.org/index.php?topic=8495.msg103849#msg103849)) but never added. Ship Construction into Admin Commands is a step in the right direction but it gets increasingly tedious to drag existing fleets between admins the more fleets and admins you have, which is a real problem with a large empire. Therefore I propose adding an order or a menu to quickly change the Admin Command of a fleet.be delighted to hear your response, Steve.
On this one, if required you can open two fleet windows and drag between them.

You can open two fleet windows? How? That would make moving battlegroups between geographic fleets much easier.

If you hold shift when clicking on a toolbar button, it will open another window rather than selecting the existing one.

I'm still learning new tricks to this game years later. Thats what makes it amazing! Thanks!
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on September 30, 2024, 10:57:58 AM
Can we get the option to zoom the galaxy map? Even my relatively small explored area is starting to feel cramped, and big universes seem like big pains in the butt to visualize.

Also, a bit more pie-in-the-sky, it might be fun to have an option for naming themes of systems that works on a system-by-system basis. Each system has a naming scheme for things that get discovered from it, and every time you do, that'd be inherited by the newly discovered system. That way, people could have chains of systems keep similar names, but different chains have different schemes. (This means that instead of the current option for a system naming scheme that applies galaxy-wide, you'd just have the scheme for your homeworld, and it'd automatically spread outwards from there until you changed it somewhere.)

Zoom is a lot of work. I would like it myself, so it will get added eventually.

The second suggestion is already in the game. You select a system theme on the Overview tab of the Galactic Map and that will be used for all systems discovered beyond that one.
Title: Re: Suggestions Thread for v2.4.0
Post by: Ghostly on September 30, 2024, 02:13:09 PM
Moving ships between Admin Commands.
A movement order specifying a change in Admin Command was promised in 2017 (https://aurora2.pentarch.org/index.php?topic=8495.msg103849#msg103849 (https://aurora2.pentarch.org/index.php?topic=8495.msg103849#msg103849)) but never added. Ship Construction into Admin Commands is a step in the right direction but it gets increasingly tedious to drag existing fleets between admins the more fleets and admins you have, which is a real problem with a large empire. Therefore I propose adding an order or a menu to quickly change the Admin Command of a fleet.be delighted to hear your response, Steve.
On this one, if required you can open two fleet windows and drag between them.
I have never even considered that the fleet window could interact with its copy! To me, extra fleet windows often seemed like a nuisance because I'd open them by clicking on fleets on the tactical/galaxy map then forget to close them. I will certainly be using this trick.

And to elaborate on my stance on unmanned ships, it's not the lack of micro that I have an issue with, but the fact that a newly boarded ship can become fully operational in all aspects in 30 days without any player input at all. Perhaps it is exacerbated by the fact that I've been having a shortage of crew for my new ships, but I can still use prize ships offensively without tapping into my strained crew pool. I just think that the crew loss meter should feel more impactful (self-repairing, fully combat-capable unmanned ships are definitely immersion-breaking!) and that crew morale code needs an adjustment because while it seems to handle minor crew losses just fine, having unmanned ships with 100% morale definitely seems like a bug to me. Boarding is already very powerful, it should at least force you to re-crew your ship at a colony or from your other ships before you can make full use of it.
Title: Re: Suggestions Thread for v2.4.0
Post by: Kaiser on October 01, 2024, 07:32:29 AM
Hi Steve, following the new add on the alien missiles, what do you think of adding the same possibility for ground forces?

Let's say you invade an enemy outpost or homeworld and after the conquest we are able to recover alien ground units (vehicle and artillery for example) then we can research these units and use them as for the missiles.

Or after the surrender of enemy ground units after a battle, it would be nice to recover some of the ground units.
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on October 01, 2024, 07:38:19 AM
Having unmanned ships with 100% morale definitely seems like a bug to me.

Yes, I agree on this point. I need to find a mechanic that creates a penalty but without any fiddly micromanagement and without players ending up designing ships that carry extra crew around. I have an idea that I am going to try out.
Title: Re: Suggestions Thread for v2.4.0
Post by: ty55101 on October 01, 2024, 08:09:12 AM
and without players ending up designing ships that carry extra crew around.

Why not this? I definitely don't think it should be required, but this being a viable option would make sense.

Honestly, I have always felt like crew was a tad underutilized compared to some mechanics. Something that makes crew more of a consideration on needing to return to a colony and rearm would be a nice addition as right now that really only happens with a lot of combat on a ship and repairing the damage with damage controls. Even an expansion on the boarding via docking with a ship that is going less than 1/10th your speed and letting all crew and ground units on the ships fight would be a cool mechanic that would add crew more into the equation as we play.
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on October 01, 2024, 03:02:36 PM
Having unmanned ships with 100% morale definitely seems like a bug to me.

Yes, I agree on this point. I need to find a mechanic that creates a penalty but without any fiddly micromanagement and without players ending up designing ships that carry extra crew around. I have an idea that I am going to try out.

I've added the following new posts on the Changes List:

Under-manning Penalties: http://aurora2.pentarch.org/index.php?topic=13463.msg171631#msg171631
Captured Ship Penalties: http://aurora2.pentarch.org/index.php?topic=13463.msg171632#msg171632
Title: Re: Suggestions Thread for v2.4.0
Post by: Ghostly on October 01, 2024, 05:16:31 PM
Having unmanned ships with 100% morale definitely seems like a bug to me.

Yes, I agree on this point. I need to find a mechanic that creates a penalty but without any fiddly micromanagement and without players ending up designing ships that carry extra crew around. I have an idea that I am going to try out.

I've added the following new posts on the Changes List:

Under-manning Penalties: http://aurora2.pentarch.org/index.php?topic=13463.msg171631#msg171631
Captured Ship Penalties: http://aurora2.pentarch.org/index.php?topic=13463.msg171632#msg171632

Thank you, this is excellent! Being able to load conscript crews is an especially nice touch.

I assume there's no intention to make under-manning impact refueling/ordnance transfer rates? This would mean captured enemy tankers could be pressed into service without crew replenishment, but this is a non-issue compared to losing the ability to use their fuel in the middle of an offensive campaign.
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on October 01, 2024, 05:44:13 PM
Having unmanned ships with 100% morale definitely seems like a bug to me.

Yes, I agree on this point. I need to find a mechanic that creates a penalty but without any fiddly micromanagement and without players ending up designing ships that carry extra crew around. I have an idea that I am going to try out.

I've added the following new posts on the Changes List:

Under-manning Penalties: http://aurora2.pentarch.org/index.php?topic=13463.msg171631#msg171631
Captured Ship Penalties: http://aurora2.pentarch.org/index.php?topic=13463.msg171632#msg171632

Thank you, this is excellent! Being able to load conscript crews is an especially nice touch.

I assume there's no intention to make under-manning impact refueling/ordnance transfer rates? This would mean captured enemy tankers could be pressed into service without crew replenishment, but this is a non-issue compared to losing the ability to use their fuel in the middle of an offensive campaign.

Yes, I considered that but decided it wasn't important enough for the amount of effort required to adjust all fuel, supply and ordnance-related code.
Title: Re: Suggestions Thread for v2.4.0
Post by: ty55101 on October 02, 2024, 10:34:41 PM
Could the smart drag in the ground units OOB be made to have a non smart mode? Maybe a button to switch between smart drag and a specific function. Right now you cannot attach a smaller bombardment formation to support a larger formation with an HQ which is a common complaint and this would be a fairly simple resolution.
Title: Re: Suggestions Thread for v2.4.0
Post by: skoormit on October 05, 2024, 12:13:52 PM
On the Class Design window, it would be nice if the generic components that are available in different sizes would be ordered by size, rather than the mostly arbitrary order they are currently in.

These categories:

Cargo Hold
Colonist Transport
Engineering
Fuel Storage
Hangar Deck
Maintenance Storage
Title: Re: Suggestions Thread for v2.4.0
Post by: relmz32 on October 05, 2024, 01:54:03 PM
it would be nice to see, and be able to filter on, the total accessibility of a body in the mineral search screen.
Title: Re: Suggestions Thread for v2.4.0
Post by: nakorkren on October 05, 2024, 03:00:51 PM
it would be nice to see, and be able to filter on, the total accessibility of a body in the mineral search screen.

This, this, a thousand times this! Sometimes you're searching for specific mineral type due to bottleneck, but sometimes you're just looking for efficient deposits to park lots of AMs/OMs on.

Ideally both ways, i.e.
A) Sum of (accessibility * deposit size) across mineral types
B) Sum of accessibility across mineral types
Title: Re: Suggestions Thread for v2.4.0
Post by: nakorkren on October 05, 2024, 03:36:47 PM
Option (check box) to automatically scrap any modules at or below your tech level that result from scrapping a ship. This way you don't have to manually go through the resulting pile of components and scrap them all individually.
Title: Re: Suggestions Thread for v2.4.0
Post by: nakorkren on October 05, 2024, 04:40:36 PM
In the missile design window, the four default speeds against which the "% chance to hit" is shown (1, 3, 5 and 10k km/s) are never relevant for AMMs and become irrelevant for fighters quickly and for ships by mid to late game tech.

Instead, show the speeds at which you have 25%, 50%, 75%, and 100% chance to hit. That way the info is guaranteed to always be relevant regardless of what tech level you're at.

Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on October 06, 2024, 05:26:53 AM
In the missile design window, the four default speeds against which the "% chance to hit" is shown (1, 3, 5 and 10k km/s) are never relevant for AMMs and become irrelevant for fighters quickly and for ships by mid to late game tech.

Instead, show the speeds at which you have 25%, 50%, 75%, and 100% chance to hit. That way the info is guaranteed to always be relevant regardless of what tech level you're at.

Good idea. I have implemented as target speeds for 100%/50%/25% chances to hit on both the missile design screen and for missiles on the class summary, including the explanatory text at the end. I'll post it on the changes list later today.
Title: Re: Suggestions Thread for v2.4.0
Post by: nakorkren on October 06, 2024, 07:27:40 AM
Regarding mineral shortages:

Right now you get a separate event announcing a mineral shortage for each task that is stopped. It would better (and more concise in the event log) to get a single event per colony and mineral, e.g. "Earth is out of Duranium, impacting the following tasks: Shipyard task - Build F-57 Starfire, Construction Task - Construction Factory"
Title: Re: Suggestions Thread for v2.4.0
Post by: paolot on October 06, 2024, 08:12:55 AM
In several tabs (e.g. Shipyards, Shipyard Tasks and Wealth/Trade in the Economics window, or most of the ones in the Naval Organization window), when selecting one row only the item in the first column is highlighted.
Is it possible to always highlight all the row, as already happening in most of the other tabs and windows?
Title: Re: Suggestions Thread for v2.4.0
Post by: paolot on October 06, 2024, 08:37:06 AM
In the Galactic Map, is it possible to show also the locations of the bodies marked as colonies?
A coloured dot next a system can be enough.
Adding also the number of the colonies in each system would be perfect.
Title: Re: Suggestions Thread for v2.4.0
Post by: Alsadius on October 13, 2024, 07:20:38 AM
Just saw this in an old wiki article, about VB6. Can we get this feature back for C#? (At least, I don't see it anywhere in the F4 fleet info window.)

> On individual Ship Summaries {{key|F6}}, the Annual Failure Rate and IFR will be based on the ship's actual maintenance clock.
Title: Re: Suggestions Thread for v2.4.0
Post by: lumporr on October 14, 2024, 06:46:29 AM
The ability to "unchart" jump points would be nice, in order to replicate the temporary loss of certain jump routes, which must be rediscovered via survey. This would help with setting up certain RP scenarios in which rediscovery is a theme, and I think it can be accomplished by setting the Explored and Charted columns in the RaceJumpPointSurvey table to 0 for the desired jump points, but that's a little cumbersome.

Specifically, I'd like to be able to mechanically represent the "Shadow in the Warp" effect of the Tyranids in 40k by temporarily removing jump point access to certain systems, without having to access the DB during gameplay or houserule it using military restricted/alien controlled flags and manually removing any orders to or from the system in question.
Title: Re: Suggestions Thread for v2.4.0
Post by: skoormit on October 18, 2024, 08:33:13 AM
Currently, transponders can only be activated or deactivated as a movement order.
So, if you want to change the transponder status of a moving fleet, you have to clear the current orders, make a waypoint, execute the transponder order, and then restore the original orders.

Suggestion: Add buttons to change transponder status (per ship and/or per fleet), similar to the one for toggling active sensors.
Title: Re: Suggestions Thread for v2.4.0
Post by: Antonin1957 on October 19, 2024, 05:59:06 PM
Could agriculture someday be added to the game as a strategic commodity that can be transported and used to stimulate colony population? I see that the "summary" tab in "Economics" shows the percent of the population doing agriculture and environmental jobs.

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

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

And of course:

"Twenty agricultural worlds were granary of Trantor."

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

Just a thought...
Title: Re: Suggestions Thread for v2.4.0
Post by: skoormit on October 22, 2024, 04:53:20 AM
A contact update event will interrupt for a hostile contact, but not for a neutral or friendly contact.
I often have current contacts for a given NPR (whom I don't consider hostile) that are updating so often that setting the NPR to hostile would cause interrupts every single increment.
At the same time, I would like to closely watch some subset of those contacts, and be able to respond immediately if any of them change.

So, not really a solid suggestion here, just me expressing a wish that we had some way to specify individual contacts as interrupting if they change, regardless of the NPR relationship setting.
Title: Re: Suggestions Thread for v2.4.0
Post by: skoormit on October 22, 2024, 05:02:15 AM
The "SM Part Refuel" button allows us to set the fuel level of a ship.
I often want to add or subtract a specific amount, so I have to find the current amount, do the mental math, remember the result, go back to the Misc tab, and use the button.

Suggestion: a new button "SM Add Fuel Amt" that allows us to skip the math part. Just add a given amount.
Respect max capacity of ship.
Allow negative input (but don't set current amount below zero, obviously).
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on October 22, 2024, 05:19:23 AM
The "SM Part Refuel" button allows us to set the fuel level of a ship.
I often want to add or subtract a specific amount, so I have to find the current amount, do the mental math, remember the result, go back to the Misc tab, and use the button.

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

This existing change for v2.6 will allow specific refuelling of fleets..
http://aurora2.pentarch.org/index.php?topic=13463.msg171244#msg171244
Title: Re: Suggestions Thread for v2.4.0
Post by: Kiero on October 25, 2024, 03:24:12 AM
Will it be possible to unload prisoners into a colony and then take them from there and transport them to another colony?
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on October 25, 2024, 06:17:15 AM
In the Galactic Map, is it possible to show also the locations of the bodies marked as colonies?
A coloured dot next a system can be enough.
Adding also the number of the colonies in each system would be perfect.

There is already a 'Populated Systems' option on the galactic map.
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on October 25, 2024, 06:19:28 AM
Option (check box) to automatically scrap any modules at or below your tech level that result from scrapping a ship. This way you don't have to manually go through the resulting pile of components and scrap them all individually.

I've added a button to scrap all components, except for those you have researched and are not obsolete and those that can be disassembled.
Title: Re: Suggestions Thread for v2.4.0
Post by: AJS1956 on October 25, 2024, 06:34:56 AM
Hi,

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

Thanks,

Andy
Title: Re: Suggestions Thread for v2.4.0
Post by: skoormit on October 25, 2024, 07:29:26 AM
In the description text for sensor components, indicate the classification (commercial if 50t or less, military if over 50t).
This is primarily important in the Create Research Project window; new players often aren't aware of the 50t threshold.
Title: Re: Suggestions Thread for v2.4.0
Post by: paolot on October 25, 2024, 04:05:25 PM
In the Galactic Map, is it possible to show also the locations of the bodies marked as colonies?
A coloured dot next a system can be enough.
Adding also the number of the colonies in each system would be perfect.

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

Thank you, Steve.
But I meant all the bodies marked as colony, not the populated ones only.
Title: Re: Suggestions Thread for v2.4.0
Post by: paolot on October 26, 2024, 09:19:13 AM
I don't remember if already suggested (or solved): in the Minerals window, the longest names of the bodies are often larger of the column width, so the mark (C) of being a colony is hidden.
Is it possible to highlight the designated colonies with a different colour?
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on October 26, 2024, 04:00:32 PM
In the Class Design window, it would be useful to have a filter for the components list to show commercial components only. This would make designing commercial classes easier as (1) it is clear which components are eligible for a commercial designation and (2) it's easier to find them without all the other components in the list (e.g., sensors).
Title: Re: Suggestions Thread for v2.4.0
Post by: skoormit on November 01, 2024, 02:52:19 AM
On the Events window, add a button to create a waypoint at the location of the selected event.
Preferably a named waypoint, so you'd get a popup to provide a name.
Maybe make the default name equal to the event type name.
Possibly add different buttons for different waypoint types.
Title: Re: Suggestions Thread for v2.4.0
Post by: Louella on November 02, 2024, 10:06:02 AM
Small suggestion:

Standing order to stabilise Lagrange points

reason being that it's hard to locate unstabilised ones with ingame methods.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on November 02, 2024, 06:19:04 PM
(See attached) Ground force HQs elements with capacities over 1 million should use at least one decimal place to indicate their capacity. At least for HQs with under 10M capacity.

This post inspired by a recent double-take I did which briefly caused me to think I'd mis-designed my high-level HQ unit.
Title: Re: Suggestions Thread for v2.4.0
Post by: paolot on November 03, 2024, 02:17:10 PM
Geosurvey from orbit doesn't need that a body is a colony. So, why not the same for ground geosurvey?
Please, remove the need that a body is declared as a colony, to unload geosurv troops on it.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on November 03, 2024, 03:22:23 PM
Geosurvey from orbit doesn't need that a body is a colony. So, why not the same for ground geosurvey?
Please, remove the need that a body is declared as a colony, to unload geosurv troops on it.

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

Actually, that would be nice to have for all of the unload orders, if a body is the target of the order create a colony (of the unloaded species for a colony ship, otherwise of the primary species is probably fine in most cases). Simply modifying existing unload orders to work this way for non-population targets instead of adding new orders would avoid cluttering the interface as well.
Title: Re: Suggestions Thread for v2.4.0
Post by: Louella on November 03, 2024, 03:36:03 PM
Actually, that would be nice to have for all of the unload orders, if a body is the target of the order create a colony (of the unloaded species for a colony ship, otherwise of the primary species is probably fine in most cases). Simply modifying existing unload orders to work this way for non-population targets instead of adding new orders would avoid cluttering the interface as well.

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

captured alien colonists could then be used to create a species-appropriate colony.
Title: Re: Suggestions Thread for v2.4.0
Post by: lumporr on November 06, 2024, 09:39:06 AM
Would it be possible to add a "Cost including parasites/templates" to the components tab of the Class Design screen when viewing a ship with assigned parasites/templates?
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on November 07, 2024, 03:56:46 AM
Geosurvey from orbit doesn't need that a body is a colony. So, why not the same for ground geosurvey?
Please, remove the need that a body is declared as a colony, to unload geosurv troops on it.

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

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

It used to work that way, but I removed it and forced the manual colony creation we have now. Of course, I can't remember why :) but I assume it caused unexpected issues.
Title: Re: Suggestions Thread for v2.4.0
Post by: paolot on November 09, 2024, 12:26:08 PM
...
...

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

OK, thank you, Steve.
We can live with it, assigning the colony status, when needed (e.g. to perform a ground survey), and removing it eventually.
Title: Re: Suggestions Thread for v2.4.0
Post by: Garfunkel on November 10, 2024, 10:08:11 PM
Ability to remove multiple ground force construction tasks simultaneously (shift/ctrl click would be great), as well as wiping the entire construction queue. I semi-accidentally ordered the construction of 10 STO divisions through the Organization window, meaning that I have over six hundred formations in the queue and it will take far too long to complete them all. Having to delete construction tasks one by one is getting pretty tedious.  :P
Title: Re: Suggestions Thread for v2.4.0
Post by: Andrew on November 11, 2024, 08:45:14 AM
Ability to remove multiple ground force construction tasks simultaneously (shift/ctrl click would be great), as well as wiping the entire construction queue. I semi-accidentally ordered the construction of 10 STO divisions through the Organization window, meaning that I have over six hundred formations in the queue and it will take far too long to complete them all. Having to delete construction tasks one by one is getting pretty tedious.  :P
I did the same thing ordering 4 corp built on a planet with 1 GF construction complex and undermanned instead of the world with 65 complexes
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on November 11, 2024, 10:06:45 AM
Ability to remove multiple ground force construction tasks simultaneously (shift/ctrl click would be great), as well as wiping the entire construction queue. I semi-accidentally ordered the construction of 10 STO divisions through the Organization window, meaning that I have over six hundred formations in the queue and it will take far too long to complete them all. Having to delete construction tasks one by one is getting pretty tedious.  :P
I did the same thing ordering 4 corp built on a planet with 1 GF construction complex and undermanned instead of the world with 65 complexes

I've added a Clear Queue button for v2.6, as that is a very quick fix.
Title: Re: Suggestions Thread for v2.4.0
Post by: Ghostly on November 12, 2024, 05:21:37 AM
It would be nice to have entries in ship history for enemies successfully boarded by the ship, as well as Military/Commercial Tonnage Captured statistics in ship view (for SG as well), so boarding craft could have a track record like combat ships do.

Not sure how straightforward it would be to implement, perhaps it could count enemy ships where the last crew unit was killed by a boarding unit deployed from the ship? If a data entry tracking the boarding unit's assigned ship can be implemented, it can also be used to quickly load those units from a boarded ship, which is currently a very micro-intensive task.
Title: Re: Suggestions Thread for v2.4.0
Post by: Lumpy on November 12, 2024, 08:31:35 AM
I'd like to suggest a second officer position for ground formations, akin to officers for space ships. This could be a second-in-command, executive officer or aide that requires one rank lower than the formation's set commander rank. These officer positions could provide a very small bonus, but this feature would mainly serve to put all of our ground officers to work and make more granular rank setups feasible.

Currently, many traditional ranks are skipped when playing with battalions as smallest formation. If you go with battalions -> brigades -> divisions, you have lieutenant colonels, brigadier generals and major generals, with colonels inbetween being skipped. Those ranks could be integrated into a second-in-command or staff position.
Title: Re: Suggestions Thread for v2.4.0
Post by: Froggiest1982 on November 12, 2024, 02:42:42 PM
I'd like to suggest a second officer position for ground formations, akin to officers for space ships. This could be a second-in-command, executive officer or aide that requires one rank lower than the formation's set commander rank. These officer positions could provide a very small bonus, but this feature would mainly serve to put all of our ground officers to work and make more granular rank setups feasible.

Currently, many traditional ranks are skipped when playing with battalions as smallest formation. If you go with battalions -> brigades -> divisions, you have lieutenant colonels, brigadier generals and major generals, with colonels inbetween being skipped. Those ranks could be integrated into a second-in-command or staff position.

A - If the problem is to use all ranks, you can manually select the rank in command for each formation, so that you are able to use consequential ranks.

B - If the problem is the usage of all ranks in relation to the formations then yes, perhaps Steve can implement your fix, or you can just introduce more layers to your OOB and apply "A" to fix your rank assignments.
Title: Re: Suggestions Thread for v2.4.0
Post by: Garfunkel on November 12, 2024, 06:26:21 PM
This is why I use battalion - regiment - brigade - division - corps as my ground forces layers, plus SpecOps has squad/platoon/company levels as well.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on November 12, 2024, 07:01:09 PM
This is why I use battalion - regiment - brigade - division - corps as my ground forces layers, plus SpecOps has squad/platoon/company levels as well.

Unfortunately, this tends not to work if you want to model real-world force structures, since most modern (WW2 and forward) divisional organizations omit either the regiment or brigade level.

Personally, I usually compromise by either starting from brigade as my lowest formation level, starting from Brigadier or equivalent, or starting from regiment, with Colonel as the lowest rank, omitting Brigadier, and having MAJGEN as the next level commanding a division. If I use battalions as my base formation, I'll often compromise by having full Colonels command battalions and Brigadiers commanding the brigades as the next level up. It's not a perfect system but it works okay for most of my settings.
Title: Re: Suggestions Thread for v2.4.0
Post by: Garfunkel on November 13, 2024, 12:07:44 AM
That is broadly speaking right, but there were armies in the WW2 that did use both regiments and brigades. But I use that system just to utilize more commanders, not for historical accuracy.
Title: Re: Suggestions Thread for v2.4.0
Post by: skoormit on November 13, 2024, 11:59:23 AM
A "Detach All Sub-Fleets" order would be very handy.
Title: Re: Suggestions Thread for v2.4.0
Post by: skoormit on November 13, 2024, 02:04:06 PM
On the Industry tab, the list of Space Stations is ordered apparently from oldest to newest design.
This makes finding a particular class out of 50 or more rather cumbersome.

Please order instead by name of design.
Or by hull designation, then name of design, if that seems more useful
Title: Re: Suggestions Thread for v2.4.0
Post by: skoormit on November 14, 2024, 03:38:06 AM
For populations on bodies with eccentric orbits (or moons thereof), the length of the minCC/maxCC cycle is an important piece of information for planning purposes.
Also of importance is the CC at specific future intervals (1M, 1Q, 1Y, etc).
Currently the only place to find this information is in the System View window.

Suggestion: add this info in three places in the Econ window for populations that have a CC cycle (i.e. are on an eccentric non-moon, or are a moon of an eccentric body)
1) Summary tab, under the "Supported Population (Current / Min)" line: add a line for Orbital Period (or Orbital Period - Parent if colony is on a moon).
2) Environment tab, under the "Maximum Temperature (Celsius)" line: add a line as above.
3) Environment tab, under the Population Species panel: add a panel with projected future CC information similar to the System view bottom-right panel (with Wide View enabled).

Title: Re: Suggestions Thread for v2.4.0
Post by: skoormit on November 15, 2024, 05:36:45 AM
Suggestion: Rename the "Recreational Drugs" trade good to something else--anything that won't prompt uncomfortable questions from curious children.
Title: Re: Suggestions Thread for v2.4.0
Post by: Garfunkel on November 15, 2024, 05:41:32 AM
Take it as a valuable teaching moment!  :P
Title: Re: Suggestions Thread for v2.4.0
Post by: Kaiser on November 15, 2024, 05:52:22 AM
Suggestion: Rename the "Recreational Drugs" trade good to something else--anything that won't prompt uncomfortable questions from curious children.

I guess you do not play Rimworld then   ;)
Title: Re: Suggestions Thread for v2.4.0
Post by: skoormit on November 16, 2024, 06:47:44 AM
The default movement action targeting a fleet is Join Fleet.

Suggestion: when the target fleet contains a tanker, change the default action to Refuel From Stationary Fleet.
(And similar for supply ships and colliers.)
Title: Re: Suggestions Thread for v2.4.0
Post by: skoormit on November 16, 2024, 07:24:13 AM
Suggestion: "Collapse All NACs" button

A button to collapse all the nodes in the fleet treeview (leaving just the root expanded) would be very useful for crazy people like me with a dozen or so 6-deep NAC hierarchies under the root.
A perfect spot would be the far left of the row of buttons at the bottom of the Naval window.

Alternatively (if this is possible with this treeview control): special case the "collapse node" event so that if it is the root node, it also collapses all other nodes.
That way we can just double click the root twice (to collapse and re-expand it) to have a nice and tidy tree again (so we can go find what we want without as much hassle).
Title: Re: Suggestions Thread for v2.4.0
Post by: skoormit on November 17, 2024, 02:35:41 PM
On the Ground Forces window OOB tab, double-clicking the template name in the Replacement Template fields selects the name text, which can lead users to believe that they can edit this text to change the replacement template for the current formation.

Suggestion: double-clicking that field should open the template selection dialog (just like clicking the Change Temp button at the bottom of the window).
Title: Re: Suggestions Thread for v2.4.0
Post by: skoormit on November 22, 2024, 06:13:54 AM
Double-clicking a colony-based event (usually) opens the Econ window for that colony.

Often, however, I would prefer to go to that colony on the map.

Suggestion: For population-based events, make shift+double-click center the map on the colony
Title: Re: Suggestions Thread for v2.4.0
Post by: mike2R on November 23, 2024, 04:54:28 AM
I've been thinking about some QoL improvements I'd really like with Order Templates to make them easier to manage.  Nothing that changes the actual functionality of how they work (not asking for appending them to existing orders etc.)

I always end up with tons of these, often fairly complicated, and anything that could make working with them easier would be amazing.

The ability to edit existing templates would be great.  You can apply one to a fleet and then save a modified version, but its a bit clunky and you have to delete the old template and type out the name again for the new one.

The ability to rename existing templates would be really nice (which would also allow copy/pasting from existing names).  So many times I've made a small mistake in my naming scheme, and faced the choice between doing it all again, or living with a typo for the rest of the game...

And if we got both of those, the ability to copy an existing template, which could then be modified and renamed, would be the cherry on top  :)


Title: Re: Suggestions Thread for v2.4.0
Post by: mike2R on November 23, 2024, 09:09:34 AM
Suggestion: "Collapse All NACs" button

A button to collapse all the nodes in the fleet treeview (leaving just the root expanded) would be very useful for crazy people like me with a dozen or so 6-deep NAC hierarchies under the root.
A perfect spot would be the far left of the row of buttons at the bottom of the Naval window.

Alternatively (if this is possible with this treeview control): special case the "collapse node" event so that if it is the root node, it also collapses all other nodes.
That way we can just double click the root twice (to collapse and re-expand it) to have a nice and tidy tree again (so we can go find what we want without as much hassle).

I'd love this.  I'd also really like something similar in the component list in the ship design screen.
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on November 23, 2024, 09:51:15 AM
Suggestion: "Collapse All NACs" button

A button to collapse all the nodes in the fleet treeview (leaving just the root expanded) would be very useful for crazy people like me with a dozen or so 6-deep NAC hierarchies under the root.
A perfect spot would be the far left of the row of buttons at the bottom of the Naval window.

Alternatively (if this is possible with this treeview control): special case the "collapse node" event so that if it is the root node, it also collapses all other nodes.
That way we can just double click the root twice (to collapse and re-expand it) to have a nice and tidy tree again (so we can go find what we want without as much hassle).

I've added a Collapse All button that closes every node in the tree, including admin commands, fleets, sub-fleets, ships and squadrons.
Title: Re: Suggestions Thread for v2.4.0
Post by: Reiko on November 25, 2024, 08:05:47 AM
Suggestion 1: close windows by rightclicking anywhere, where a rightclick would do nothing otherwise

Suggestion 2: close windows by hitting the 'Escape'-key

    one or both of the above will make my life a lot easier literally every few minutes at least - having to navigate the cursor to the
    small x is a chore in the long run.

Suggestion 3: checkbox to hide comets from the system view

Suggestion 4: zoom to/from mouse cursor on map-views - very, very handy in other games and should be easy to do

Suggestion 5: stop reading date- and number formats from the OS - this makes the game
                     unplayable in large parts of the world where the numbers are written like 2.000,64
                     and which, no doubt, has already excluded thousands of people from playing the game.
                     should be possible to hardcode that instead.

Suggestion 6: some control over colours - people who cannot live with the default colours always have to hope
                     that the colour-theme-mod which they use continues to function

Suggestion 7: option to choose the hull types being displayed as a choice in the drop-down in class-design
                     - maybe an option to choose a simple much reduced list, since there are soo many and having to work through them to
                      deactivate most of them would be a chore by itself - there is a Mod for that, but it does not work anymore, apparently

Suggestion 8: I have a really hard time to read the small font on a 1080p monitor - and they are getting ever bigger -
                     i know solving this is complicated - but many people pray for that, I'm sure
Title: Re: Suggestions Thread for v2.4.0
Post by: Ghostly on November 26, 2024, 08:02:43 AM
Since the NPR AI code is getting updated to accommodate fighters and carriers, have you considered giving the AI a touch up in other areas?

From my observation, NPRs suffer from several operational group-related issues. My understanding of how this system works is rudimentary at best, but I've done my best to guess what's going on. I should note that I only experienced protracted warfare against one (missile-focused) major NPR so far, with a home system invasion currently in progress, so some of these might only affect that particular type:

On a strategic level, I also observed some very questionable decisions. I blockaded one of the two JP's leading to their home system for several months prior to invasion and over that time saw a couple dozen lone, brand-new combat ships, as well as a couple Troop Transport Group - Jump groups, perform standard transit through the JP only to be destroyed instantly. The only few squadron transits were performed by unarmed scout ships, and their second home system jump point where I had buoy coverage saw next to no military traffic, despite leading to an uncontested, populated system that offered a slightly longer alternate route to the system where my blockade was stationed. I'm not sure how to explain this behavior, but it feels like they were unable to comprehend the danger of taking the shorter route and made no attempt at assembling a jump-capable task force to break the blockade, despite technically having plenty of suitable ships, which crippled them massively.

When I invaded their home system and defeated their JP guard and a first response fleet, I observed the rest of their (still sizeable) fleets move towards the JP into the aforementioned populated system, leaving nothing but static orbital defenses to protect their homeworld. I also saw, thanks to my buoy in that system, that the fleeing fleets rallied at a tiny colony around an asteroid instead of their populated worlds. This seems very weird to me as despite their percieved danger of my significantly faster ships, I would expect them to try and protect their homeworld to the very end. Perhaps NPR's danger evaluation should be altered in cases where their home is under attack.

Also, after poking around the DB I was frustrated to learn that the few ~10m populated colonies I've encountered were in fact the biggest NPR colonies around and the rest of their population still inhabited their homeworlds, but I hope the upcoming multi-system NPR feature will take care of that.

As always, thank you.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on November 28, 2024, 05:54:12 PM
A suggestion to perhaps alleviate the frequent decimal point problems we see so often around here:

When Aurora loads up, read a number from a string literal like "1,000.01" into a floating-point variable and then check if the value is what the game expects. If not, throw up a fatal error pop-up or something telling the user that their decimal point separator is incorrect.

Hopefully the user can then fix the issue immediately, instead of after advancing time for several months/years before noticing absurd production/population values.
Title: Re: Suggestions Thread for v2.4.0
Post by: skoormit on November 29, 2024, 06:01:38 AM
Case 1:
I often have a carrier delivering a squadron of fighters to another carrier.
Currently, this requires waiting for the carrier to move to the location, then manually launching the squadron and giving it orders to land on the target carrier.

Suggestion: "Transfer Squadron to Mothership" order.
Just target the desired carrier, pick the order, and double click the squadron from the list (similar to Join Sub-Fleet order).

Case 2:
I often have a carrier delivering a squadron of fighters to a non-carrier fleet.
Sometimes to join the base fleet, sometimes to join a sub-fleet, and sometimes to create a new sub-fleet.
The micro for this is similar to the above, but manually giving the launched squadron some flavor of join order at the end instead of an order to land on a carrier.

Suggestion: Three new orders -- "Transfer Squadron to Fleet", "Transfer Squadron to Sub-Fleet" and "Transfer Squadron as Sub-Fleet."
Same as above. Just target the desired fleet and pick the order. (In the case of transferring to a sub-fleet, also pick the sub-fleet.)
Title: Re: Suggestions Thread for v2.4.0
Post by: nakorkren on November 29, 2024, 09:53:05 PM
It would be helpful if missile salvos being displayed on the map could be "condensed" much like fleets are. I know they're already sort of condensed in that you don't see every missile, but it would be a lot more readable if it said "20x salvos of 5x missiles each" instead of showing 20 lines of "Salvo of 5x missiles". Yes, I know it would probably expand back out to more lines as some salvos lost missiles due to PD, but it would still be no worse than the current display and in almost all cases it would be much better, visually.

SJW: Already in v2.6. See the Changes List
https://aurora2.pentarch.org/index.php?topic=13463.0
Title: Re: Suggestions Thread for v2.4.0
Post by: Ghostly on November 29, 2024, 10:57:30 PM
Case 1:
I often have a carrier delivering a squadron of fighters to another carrier.
Currently, this requires waiting for the carrier to move to the location, then manually launching the squadron and giving it orders to land on the target carrier.

Suggestion: "Transfer Squadron to Mothership" order.
Just target the desired carrier, pick the order, and double click the squadron from the list (similar to Join Sub-Fleet order).

Case 2:
I often have a carrier delivering a squadron of fighters to a non-carrier fleet.
Sometimes to join the base fleet, sometimes to join a sub-fleet, and sometimes to create a new sub-fleet.
The micro for this is similar to the above, but manually giving the launched squadron some flavor of join order at the end instead of an order to land on a carrier.

Suggestion: Three new orders -- "Transfer Squadron to Fleet", "Transfer Squadron to Sub-Fleet" and "Transfer Squadron as Sub-Fleet."
Same as above. Just target the desired fleet and pick the order. (In the case of transferring to a sub-fleet, also pick the sub-fleet.)

Would the game support an order with two additional inputs? You would need to pick a carrier then a squadron in case 1, and a squadron then a subfleet in case 2b. But yeah, I'd love this, especially if such functionality were extended to sub-fleets as well as squadrons.

It would be helpful if missile salvos being displayed on the map could be "condensed" much like fleets are. I know they're already sort of condensed in that you don't see every missile, but it would be a lot more readable if it said "20x salvos of 5x missiles each" instead of showing 20 lines of "Salvo of 5x missiles". Yes, I know it would probably expand back out to more lines as some salvos lost missiles due to PD, but it would still be no worse than the current display and in almost all cases it would be much better, visually.

That's already coming. :)
Missile contacts will be grouped in the same way as ships.
Title: Re: Suggestions Thread for v2.4.0
Post by: Kaiser on November 30, 2024, 02:21:44 PM
Hey Steve, I was reading a bit on Discord about other players discussions and I started wordering, do NPR colonize and fortify their empire strategically speaking?

I mean, is the game coded in a way that the NPR sistematically create different/several outposts or military bases with STOs and ground forces to create a "front" against other NPR and human player in order to defend itself?

I am asking this because I cannot find the wiki about how NPR works and I often find its logistic and strategy a bit random and considering last update in 2.6.0 it might be maybe a good idea to edit/add something in this direction?

Specifically I wish to see NPRs focusing on the creation of more fortified bases in systems where they have a claim especially the systems bordering other species to make life difficult for the human player and other NPRs in case of war or for example more bases in moons or asteroid close to where they have important colonies or strategic sites in order to create a military cluster hard to defeat without paying a big price.

After all this is what we would do in the space ;)

I know it is not simple to code all of this but maybe it is worth to add something.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on November 30, 2024, 04:18:12 PM
Suggestion: Make Cloaking and Thermal Reduction tech levels match.

Rationale: currently, when encountering a cloaked ship, it is immediately obvious that the ship is cloaked because its active sensor signature and thermal emissions signature don't match. For example, a ship with a 90% cloaking efficiency may have a thermal reduction effect of 12% normal or 8% normal. In either case, it is immediately obvious that the ship is cloaked and using thermal reduction, and furthermore it is usually pretty trivial to construct a table using the discrete cloaking and thermal reduction tech levels to work out either the exact tonnage of that ship or at worst 2 or 3 possibilities, of which usually only one is probable due to, e.g., observed engine speeds or sensor signatures and the implied tech level.

Matching the cloak and thermal reduction tech values would allow effective deception in addition to the existing stealth capabilities, particularly in AAR narratives and multiple-player-race campaigns. I consider cultivating these opportunities preferable to what is right now purely a metagaming way to discern opponent ship capabilities.

I feel similarly about NPR sensor resolutions but I acknowledge the latter is a much trickier problem to solve cleanly.
Title: Re: Suggestions Thread for v2.4.0
Post by: nakorkren on December 01, 2024, 07:36:25 PM
It would be helpful if missile salvos being displayed on the map could be "condensed" much like fleets are. I know they're already sort of condensed in that you don't see every missile, but it would be a lot more readable if it said "20x salvos of 5x missiles each" instead of showing 20 lines of "Salvo of 5x missiles". Yes, I know it would probably expand back out to more lines as some salvos lost missiles due to PD, but it would still be no worse than the current display and in almost all cases it would be much better, visually.

SJW: Already in v2.6. See the Changes List
https://aurora2.pentarch.org/index.php?topic=13463.0

Derp. I actually had the thought, thought it had already been fixed, re-read the change log (but not the minor fixes, just the major ones), and missed seeing that. So very, very excited for 2.6!
Title: Re: Suggestions Thread for v2.4.0
Post by: nakorkren on December 01, 2024, 08:02:40 PM
Could we please have some additional flexibility for STO fire controls? Right now I have to choose between making my gauss turret STO hit less often because its BFC range sucks or hit less often because its tracking rate sucks. I'd like to have the choice to pay more for a better BFC and not gimp it's hit chance. Perhaps instead of a "PD" checkbox it could be a drop down for speed and a drop down for range, and just have 1,2,3 and 4x options for each to keep it simple?
Title: Re: Suggestions Thread for v2.4.0
Post by: babygenaral on December 04, 2024, 02:18:35 AM
Time to start a new thread. Please add suggestions in this thread for releases starting with v2.4.0
gday Stevie i was wondering if you could implement a text size selector it would be great if you can that would be bloody awesome but no worries if you cant
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on December 04, 2024, 06:35:39 AM
Time to start a new thread. Please add suggestions in this thread for releases starting with v2.4.0
gday Stevie i was wondering if you could implement a text size selector it would be great if you can that would be bloody awesome but no worries if you cant

Changing text size would require redesigning all the windows to accept larger text (smaller would be fine). That would be a huge amount of work, so its unlikely to happen.
Title: Re: Suggestions Thread for v2.4.0
Post by: skoormit on December 06, 2024, 06:08:30 AM
It is very easy to design and research a ground unit class and then realize that you accidentally flagged it (or didn't flag it) as non-combat.

Since that flag does not affect the research or production cost of a class, could we get a way to flip the flag for an existing class?

Perhaps a button under the class list pane on the left side of the Formation Templates tab, next to the "Rename Unit" and "Obsolete" buttons?

SJW: Added as suggested for v2.6
Title: Re: Suggestions Thread for v2.4.0
Post by: babygenaral on December 07, 2024, 07:05:22 AM
hey Steve can you add a melee ground unit weapon  because it would be really cool to see and if you can could you add a ramming component like the thing on the front of WH40K ships making ramming a viable tactic
Title: Re: Suggestions Thread for v2.4.0
Post by: skoormit on December 07, 2024, 07:37:15 AM
To SM-move a fleet, you select a colony from the lefthand pane or a rendezvous waypoint from the righthand pane.

The colony list is alphabetized.

The waypoint list is not. Instead, it seems to be ordered by ascending time of creation (or, more precisely, ordered by the waypoint id).
When you have dozens of such waypoints, finding the one you want can be cumbersome.

Could we get that waypoint list alphabetized as well?

SJW: Done
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on December 07, 2024, 07:38:24 AM
hey Steve can you add a melee ground unit weapon  because it would be really cool to see and if you can could you add a ramming component like the thing on the front of WH40K ships making ramming a viable tactic

The ground units don't specify the actual weapon, so you can create a 'melee unit' already.

See the recent update on ramming.
http://aurora2.pentarch.org/index.php?topic=13463.msg171680#msg171680
Title: Re: Suggestions Thread for v2.4.0
Post by: relmz32 on December 07, 2024, 02:56:30 PM
it would be nice to have an ark-style component that holds 50k colonists for the purpose of creating an R&R location for your ships.+
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on December 07, 2024, 04:04:07 PM
it would be nice to have an ark-style component that holds 50k colonists for the purpose of creating an R&R location for your ships.+

There is. It's called the Ark Module.
Title: Re: Suggestions Thread for v2.4.0
Post by: skoormit on December 07, 2024, 07:12:24 PM
it would be nice to have an ark-style component that holds 50k colonists for the purpose of creating an R&R location for your ships.+

http://aurora2.pentarch.org/index.php?topic=12523.msg159464#msg159464
Title: Re: Suggestions Thread for v2.4.0
Post by: relmz32 on December 08, 2024, 10:57:09 AM
it would be nice to have an ark-style component that holds 50k colonists for the purpose of creating an R&R location for your ships.+

http://aurora2.pentarch.org/index.php?topic=12523.msg159464#msg159464

In the game I only see a 200k colonist component. What research is required for the 50k module?
Title: Re: Suggestions Thread for v2.4.0
Post by: Ghostly on December 08, 2024, 11:24:07 AM
In the game I only see a 200k colonist component. What research is required for the 50k module?

There is none. You can use a recreational module (more compact, far more expensive) or an ark module (cheaper, larger, needs to house actual population).
Title: Re: Suggestions Thread for v2.4.0
Post by: alex_brunius on December 10, 2024, 01:56:28 PM
Planetary Shield Ground Unit Component Type

Since a range advantage can be devastating and allow sniping of STO defenses without return fire, and since a few leaking missiles can cause massive planetary devastation I propose a planetary shield ground unit component type. It would be very big (Static only) and a bit less effective than for ships as protecting a large area of a planet is a much larger target.

It would work similar to ship shields, and make low damage long range bombardment fire possible to either fully tank or significantly reduce the damage of it until ship MSP runs out. It could also have the effect of forcing ships to close range to where STO can return fire if they want to increase bombardment damage/time enough to get through the shields.

Plantary shields is a pretty common Sci-Fi theme also so for RP cool to include
Title: Re: Suggestions Thread for v2.4.0
Post by: Randy on December 11, 2024, 11:38:42 AM
Class templates.

Can we get a way to import/export them from the database?

2 reasons:
1. To bring our templates into new versions of the database. (Probably would require some manual tweaking of designs to adjust to the new version...)

2. To allow an easy way to share class designs on the forum. The functional text displays are nice, but frequently there are a lot of little details not easily visible in the components. Sharing a template would eliminate this problem, and help new players build up a bit of a collection of ship classes...

 (also to echo other requests, the same for ground unit - formations, units, etc...) ;-)
Title: Re: Suggestions Thread for v2.4.0
Post by: paolot on December 11, 2024, 12:15:09 PM
Quote
1. To bring our templates into new versions of the database. (Probably would require some manual tweaking of designs to adjust to the new version...)

I fear you could at least get several errors for missing components out of the old template in the new database.
Let's say, in your running game you can develop a new component (anyone) because you are at the research level that allows it, but in the new database (e.g., at the beginning of a new game) that component is still not possible, because your research level is too low. So, you cannot build that class in the new game. And I think you could even block the game.
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on December 11, 2024, 01:21:36 PM
Quote
1. To bring our templates into new versions of the database. (Probably would require some manual tweaking of designs to adjust to the new version...)

I fear you could at least get several errors for missing components out of the old template in the new database.
Let's say, in your running game you can develop a new component (anyone) because you are at the research level that allows it, but in the new database (e.g., at the beginning of a new game) that component is still not possible, because your research level is too low. So, you cannot build that class in the new game. And I think you could even block the game.

Or the component now requires new information that didn't exist in the old version (or vice versa) and that will throw errors, or has different parameters, etc. That's why I restricted it to the same version of the database.
Title: Re: Suggestions Thread for v2.4.0
Post by: Randy on December 11, 2024, 09:56:42 PM
I can see potential issues going across DB versions (thus the manual tweaking) - so maybe only allow import into same version so we can share designs.

I don't see the tech a s a real problem - currently, you can save a higher level tech ship as a template, and start a new game and see the required tech to research before building it...

So maybe export to something like JSON, have it version marked, and allow import in same version of DB... thus promoting sharing of designs :-)
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on December 12, 2024, 06:18:55 AM
I can see potential issues going across DB versions (thus the manual tweaking) - so maybe only allow import into same version so we can share designs.

I don't see the tech a s a real problem - currently, you can save a higher level tech ship as a template, and start a new game and see the required tech to research before building it...

So maybe export to something like JSON, have it version marked, and allow import in same version of DB... thus promoting sharing of designs :-)

Tech isn't the problem. The fields in the database often change from version to version, so the old version may not have the necessary stored information to successfully load a template, or a component, etc. That could cause a null value to be loaded, which might not be an issue on load but manifest a problem later. Then a bug gets reported, which can't be found because the problem was created in a different version of the code.

That isn't something that can be fixed, without some form of custom code to update all possible component configurations between versions, which would be a considerable amount of work. As that is low priority, it would simply never get done. So that's why I specified the constraint on templates to only work within the same version.

If you really want to import between different databases of the same version, then I agree some form of export / import might work. I believe you can also directly copy a table from one SQLite database to another. Either of those solutions can be done outside of Aurora by anyone with the necessary skills, although that still has the potential to add unfixable bugs.
Title: Re: Suggestions Thread for v2.4.0
Post by: randakar on December 13, 2024, 01:56:04 AM
On the java side you'd use something like flyway or liquibase to track the version of the database schema and implement migrations with scripts.That way, when a new version of the program is deployed the database is updated automatically to deal with things like renames.

Obviously that's something that takes work as well though - it has to be worth it to do that.
But it's not really necessary to hand craft it, there are tools for that.
Title: Re: Suggestions Thread for v2.4.0
Post by: nakorkren on December 14, 2024, 09:20:31 AM
What: Could the "Commander Experience" event be split into more discrete types of events?

Why: Action is rarely if ever required when an administrator or officer gains experience, but particularly early in the game when your scientists gain experience you want to rejigger your research assignments. And heaven help you if you play with political reliability turned on, as the events for gaining political reliability really clutter the event screen unless you hide ALL Commander Experience events, which isn't desirable.
Title: Re: Suggestions Thread for v2.4.0
Post by: nakorkren on December 14, 2024, 09:23:00 AM
What: Please split Commander Health event into Commander Health and Commander Death.

Why: I belive this has been requested before, but generally speaking you don't take action when someone gets sick, you usually only take action when they die and you need to reassign their research project (or admin command/ship/governship if you don't automate those, I guess). This way we could hide Commander Health events and still know when someone dies.
Title: Re: Suggestions Thread for v2.4.0
Post by: alex_brunius on December 16, 2024, 04:11:07 PM
It's feels unrealistic that you can manually promote a lowly minimum rank commander all the way up to top rank while keeping full skill bonuses. That job requires a completely different skillset.

Suggestion:
If you have "Realistic Commander Promotions" checked, each time you manually promote a leader they will lose 5% in all skills (down to a minimum of +5% bonus so they will keep a small bonus/specialization).
Title: Re: Suggestions Thread for v2.4.0
Post by: JacenHan on December 16, 2024, 05:38:49 PM
Give that we are only a couple weeks away from 2025, it might be time to consider updating the default start year? Unless Aurora is going to switch over into being a retro-futurism 4X.
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on December 17, 2024, 02:16:27 AM
Give that we are only a couple weeks away from 2025, it might be time to consider updating the default start year? Unless Aurora is going to switch over into being a retro-futurism 4X.

I already did :)  It's 2050 in the next version.
Title: Re: Suggestions Thread for v2.4.0
Post by: SinisterMinister on December 17, 2024, 05:03:01 AM
I'd like to suggest that if the most populated colony of a system is conquered, then all other populations in the system will be surrendered as well. Or perhaps there could be a system capitol mechanic or something like that and only if the capitol surrenders, so too will the other populations in system.
Title: Re: Suggestions Thread for v2.4.0
Post by: alex_brunius on December 17, 2024, 12:10:19 PM
I already did :)  It's 2050 in the next version.
Looking forward for another 25 years  ;D
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on December 17, 2024, 12:41:05 PM
I already did :)  It's 2050 in the next version.
Looking forward for another 25 years  ;D

Let us raise our expectations, in 250 years Robot Steve will still be developing Aurora!  ;D
Title: Re: Suggestions Thread for v2.4.0
Post by: KriegsMeister on December 17, 2024, 09:57:10 PM
I already did :)  It's 2050 in the next version.
Looking forward for another 25 years  ;D

Let us raise our expectations, in 250 years Robot Steve will still be developing Aurora!  ;D
Complete 3D VR system and galaxy maps, microscopic detailing of ships and components to include the exact wavelength and diffusion of lasers or the manifold pressure of powerplants, advanced and intuitive AI that properly reacts to the player and creates unique ships without templates.

Still the only graphics are the 64x64pixel race pictures
Title: Re: Suggestions Thread for v2.4.0
Post by: mike2R on December 18, 2024, 01:31:08 PM
Minor UX tweak suggestion:

Description

With fleet orders, they all have the "Order Delay" and "Minimum Available" options, but only some have "Minimum Distance" or "Maximum Items". 

They appear from left to right in the order:  Minimum Distance, Order Delay, Maximum Items, Minimum Available.

Issue

Because permanent options appear to the right of contingent ones, the positioning jumps around.  Specifically Order Delay (which I use a lot) changes position based on whether Minimum Distance is available. 

I keep filling in the wrong box basically :)  Its on the left if using it for some orders, but for ones like Move to Location or Send Message it isn't.

Suggestion

Put the permanent option Order Delay on the left, and Minimum Available next (though should probably be contingent too).  And then the two contingent options next (I don't think the order matters since I don't believe you can ever specify both of them).
Title: Re: Suggestions Thread for v2.4.0
Post by: Ghostly on December 20, 2024, 05:43:58 AM
In regards to ground units, could we get a species name suffix for each GU element that wasn't trained in a population containing the player empire's main species? I wasn't even aware species mattered until stumbling onto the respective collumn in the DB then re-reading some rule posts really closely, and now that I think about it, this explains how some of my ground battles went worse than expected because the GUs involved were raised from a species with lower environment tolerances than my main one. Currently there's no way to determine a GU's species other than by checking its elements in the DB.

Also, could the OOB tab in the Ground Forces window be updated to support multi-select? Scrapping or deleting more than one formation at a time is currently way more difficult than it needs to be.
Title: Re: Suggestions Thread for v2.4.0
Post by: skoormit on December 20, 2024, 07:21:34 AM
In the main window's left pane, Contacts tab, can we add a checkbox for our own fleets?
Sometimes I want to see what the civvies are doing, and my own fleets clutter the view.
Title: Re: Suggestions Thread for v2.4.0
Post by: paolot on December 21, 2024, 01:45:42 PM
As we already have automines, what about automatic fuel production (using some more Boronide than usual refineries)?
E.g., when we don't want to, or can't, install a full colony (on bodies with harsh environment conditions).
Sorry if this was already proposed.
Title: Re: Suggestions Thread for v2.4.0
Post by: paolot on December 21, 2024, 05:23:43 PM
Economics window, Civilian/Flags tab: in the Demand and Supply sections, would it be possible to have also a column named "Arriving" or "Travelling to" or "Shipped" or something like this, meaning that a certain quantity of material was shipped to or from that site?
"Assigned", I understand it means something that is about to be sent/shipped, isn't it?
So, I feel I'm missing the information of something already onboard a moving ship/fleet.
Title: Re: Suggestions Thread for v2.4.0
Post by: Kaiser on December 22, 2024, 06:10:24 AM
Hi Steve, could you add a small square in the classe design and naval organization window that display a small image of the ship? Not very big, let's say the size of the one we have in the race information or even smaller.

Specifically what I would like to do is that We have the possibility to select a ship image (for example the one we have in the shipicon and station folder) during the design of a new ship and then the same image appears in the naval organization when we select a ship of that class.


In my opinion this would add really a lot of flavor since fighting is the main thing of Aurora and we spent a lot of time in these 2 windows and it should be super easy to implement, it would be very interesting.

Eventually the same thing could be done for all the other non-human players with the game randomly selecting an image which is displayed in the intelligence window, it is already there but it is always the same image for everything.

I will go further suggesting that if this is feasible, you could add also a very small image in the unit class design (for tanks, vehicles, soldiers, artillery etc.), in this case the system can just pick up a random image leaving to the player the possibility to change it (to avoid too much micromanagement) since they are not very important as ships.

Overall implementing all of these would add a lot of flavor considering that Aurora is very sterile from this point of view.

I attached 3 example of how I would like this to be implemented.
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on December 22, 2024, 07:29:19 AM
Hi Steve, could you add a small square in the classe design and naval organization window that display a small image of the ship? Not very big, let's say the size of the one we have in the race information or even smaller.

Specifically what I would like to do is that We have the possibility to select a ship image (for example the one we have in the shipicon and station folder) during the design of a new ship and then the same image appears in the naval organization when we select a ship of that class.


In my opinion this would add really a lot of flavor since fighting is the main thing of Aurora and we spent a lot of time in these 2 windows and it should be super easy to implement, it would be very interesting.

Eventually the same thing could be done for all the other non-human players with the game randomly selecting an image which is displayed in the intelligence window, it is already there but it is always the same image for everything.

I will go further suggesting that if this is feasible, you could add also a very small image in the unit class design (for tanks, vehicles, soldiers, artillery etc.), in this case the system can just pick up a random image leaving to the player the possibility to change it (to avoid too much micromanagement) since they are not very important as ships.

Overall implementing all of these would add a lot of flavor considering that Aurora is very sterile from this point of view.

I attached 3 example of how I would like this to be implemented.

I've been considering something on these lines for a while. The limitation so far has been the lack of similar but different ship models, especially if they were eventually to be used as icons rather than static pictures.

For example, it would be relatively straightforward if you were running a Star Wars or Star Trek theme game to get various pictures off the internet to represent different ships. However, if you are using your own theme, or a non-sci-fi theme such as my recent Imperial Japan game, it would be difficult to find numerous suitable images that share that theme, so you probably end up with the standard race ship images for every class, which doesn't really seem right either.

However, as I mentioned a few weeks ago, I am probably going to add a large variety of either AI-generated or licenced ship, station and race images in the not-too-distant future, in which case this becomes a far more viable option.
Title: Re: Suggestions Thread for v2.4.0
Post by: Kaiser on December 22, 2024, 08:23:04 AM
Hi Steve, could you add a small square in the classe design and naval organization window that display a small image of the ship? Not very big, let's say the size of the one we have in the race information or even smaller.

Specifically what I would like to do is that We have the possibility to select a ship image (for example the one we have in the shipicon and station folder) during the design of a new ship and then the same image appears in the naval organization when we select a ship of that class.


In my opinion this would add really a lot of flavor since fighting is the main thing of Aurora and we spent a lot of time in these 2 windows and it should be super easy to implement, it would be very interesting.

Eventually the same thing could be done for all the other non-human players with the game randomly selecting an image which is displayed in the intelligence window, it is already there but it is always the same image for everything.

I will go further suggesting that if this is feasible, you could add also a very small image in the unit class design (for tanks, vehicles, soldiers, artillery etc.), in this case the system can just pick up a random image leaving to the player the possibility to change it (to avoid too much micromanagement) since they are not very important as ships.

Overall implementing all of these would add a lot of flavor considering that Aurora is very sterile from this point of view.

I attached 3 example of how I would like this to be implemented.

I've been considering something on these lines for a while. The limitation so far has been the lack of similar but different ship models, especially if they were eventually to be used as icons rather than static pictures.

For example, it would be relatively straightforward if you were running a Star Wars or Star Trek theme game to get various pictures off the internet to represent different ships. However, if you are using your own theme, or a non-sci-fi theme such as my recent Imperial Japan game, it would be difficult to find numerous suitable images that share that theme, so you probably end up with the standard race ship images for every class, which doesn't really seem right either.

However, as I mentioned a few weeks ago, I am probably going to add a large variety of either AI-generated or licenced ship, station and race images in the not-too-distant future, in which case this becomes a far more viable option.

I understand, I myself play always non-sci-fi game since I never been passionate about Star trek and Star Wars, but consider that the community is super active and once you implement these, there will be for sure a flourish of images from us.

No need to reply, thanks for considering this
Title: Re: Suggestions Thread for v2.4.0
Post by: NuclearStudent on December 24, 2024, 01:33:26 PM
QOL suggestions:

STO Targeting

Currently, STOs will automatically engage ships or missiles, but must be micromanaged between them. I suggest that the PD and firing options be split into four selection boxes.


If you set an STO to only fire at missiles, the ship fire options should be blank. If you set an STO to only fire at ships, the PD options should be blank. By allowing the player to set the STOs to handle all threats in advance, it would reduce micromanagement.

(This would not be a replacement for other excellent suggestions in this thread to make STOs simpler to micromanage.)

Scrap At Specified Shipyard/Scrap at Available Shipyard

If you have a large fleet you want to scrap, especially of fighters, it can be tedious to enter the economy interface and scrap every ships individually. It would save micromanagement if there was a command to move to a colony and then scrap there.
Title: Re: Suggestions Thread for v2.4.0
Post by: dth11 on December 26, 2024, 07:25:37 AM
Reasoning: So I've been playing this game for a while and one thing that always gets me is lack of quality of life features and the fact that I have to constantly remember about everything, because nothing will remind me that something happened and I didn't respond to it. This applies to the fact that I have to sleep sometimes and when I wake up I don't always remember what I was doing/planning to do the day before. This is not fun and forces me to go through everything just to make sure I didn't miss something. Eventually this leads to the burn out and dropping the game, being too frustrated to play it once it hits me it will only get worse once my empire grows even more.

Ideas:
- Ingame goals/objectives
Add a simple panel, that will list all the objectives and give an ability to create new ones and mark old ones as complete/remove them. Something like a TODO list for a players, to keep track of their progress.
Every objective would have: name, description, optional attached fleet, status (debatable, but in theory would allow players to understand that they already started it). There could be more, like attaching specific character for flavor reasons, but these are bare minimum required to operate and I would be happy even if we finished this here, but...
- Automated goal/objective creation
I would imagine this as a set of rules, for start they could be simple, for example event popping up. The simple use case would be to create an objective with title "Deploy sentry buoys" and description "Deploy sentry buoys at [event_target]" whenever the event jump point discovered pops up. Event_target would be te jump point in question, but in general it would be a target of an event, there doesn't really have to be a reference to the object, just the name, and if that's too complicated, I'm fine with just keeping the reference to the event itself, like:
Title: Deploy sentry buoys
Description: Deploy sentry buoys at the jump point:
Event: Jump point #2 discovered (...)
The creation of those rules would be simple, but could be easily extended in the future if there's a need for that:
Choose event source (i.e. JP discovered), Put default title, Put default description. If there are any keywords available and implemented, they could be put in the description as tags [tag] and during objective creation they would be replaced with appropriate text, i.e. name of event.

Profit?
Did you ever had a situation where
- you were doing something but suddenly your explorers discovered multiple new systems and finished their orders? Now you have to drop everything, go to them, give them new orders and make sure to bring jump gate constructors and buoy deployers to secure the perimeter and hope you'll still remember what you were doing before that... - well, how about creating objective for what you are currently doing, having automated objectives for all the new JPs and just giving new orders to explorers so that you can go back to what you did without having to look through every system you have in search for non secure jump points later on?
- one of your explorers sits on the standing orders, not doing anything apart from trying to go back to the home planet for overclock, but they can't so they just go to jump gate, try to explore again and go back to jump gate? - how about an automated objective telling you that ship requires shore leave/overclock?
- pirates raiding your civilian trade ships, but you can't really handle them right now because you're designing new ship? - how about creating yourself an objective to secure this route in the future
- you explored on so many directions and forgot in which direction you wanted to expand... again? - leave yourself an objective to expand to specific system
etc.
- instead of searching for issues EVERYWHERE, you just go to the objectives panel and see what is there currently to do in your empire.

Solution to most of the logistical/managerial problems we currently have is super simple and I think the game would benefit greatly from it. In short currently the game becomes overwhelming quite quickly because you have to remember EVERYTHING, if we remove that constant burden from the players, I think more people would be able to enjoy the game.

Additional ideas:
- export/import automated rules (so that you have reuse them in other games)
- standing order for objective creation (just once, and then the order is removed)
- objective rules for planet based activities, like resource stock levels, population levels etc. For example: Create new ground unit when population grows to a certain level.
Title: Re: Suggestions Thread for v2.4.0
Post by: Garfunkel on December 26, 2024, 07:51:58 AM
I keep an Excel sheet(s) for each game to keep track of what I'm planning on doing and what is already underway and what has been achieved so far. That helps a lot with the issues you described.
Title: Re: Suggestions Thread for v2.4.0
Post by: dth11 on December 26, 2024, 09:12:03 AM
I guess it might work when there's nothing like it, but this should be in the game. The same as some kind of wiki. The longer I spend outside of the game, searching for stuff and planning stuff, the less time I spend in the game and the higher the chance is that I will decide I don't want to play it. Also, you can't hook Excel to ingame events to allow any kind of automation happening. If I have to do all the heavy lifting in Excel, yeah, it's still better than nothing, but then again, am I playing the game or running an Excel sheet in the end?
Title: Re: Suggestions Thread for v2.4.0
Post by: Bezz on December 26, 2024, 10:27:05 AM
On the galactic map you can display the presence of fleets and can choose all fleets and/or warships. Would it be possible to filter this by ship class? That way we can see at a glance on the galactic map where our grav survey ships are, or the mine layers or whatever. There appears to be enough space for another tab to implement this. It would immensely facilitate fleet management.

Apologies if its already present - please tell me how!
Title: Re: Suggestions Thread for v2.4.0
Post by: Ghostly on December 27, 2024, 06:47:42 AM
On the galactic map you can display the presence of fleets and can choose all fleets and/or warships. Would it be possible to filter this by ship class? That way we can see at a glance on the galactic map where our grav survey ships are, or the mine layers or whatever. There appears to be enough space for another tab to implement this. It would immensely facilitate fleet management.

Apologies if its already present - please tell me how!

I like this idea very much, but I'd rather have it work by Admin Command and not by class. Your survey ships are likely to be in the same NAC, so it'd work similarly for them, but you'd also be able to tell where all your naval forces in the sector's NAC are, or landing craft, or salvagers, or anything else, even if you're running numerous classes in each hull type. This woud invaluable for those large, multi-system military operations.

Also, if class-based ship images (https://aurora2.pentarch.org/index.php?topic=13404.msg172506#msg172506) are going to happen one day, then maybe we can get class-based icons on the galaxy map too, which would make things far easier to read.
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on December 27, 2024, 09:37:01 AM
Reasoning: So I've been playing this game for a while and one thing that always gets me is lack of quality of life features and the fact that I have to constantly remember about everything, because nothing will remind me that something happened and I didn't respond to it. This applies to the fact that I have to sleep sometimes and when I wake up I don't always remember what I was doing/planning to do the day before. This is not fun and forces me to go through everything just to make sure I didn't miss something. Eventually this leads to the burn out and dropping the game, being too frustrated to play it once it hits me it will only get worse once my empire grows even more.

Ideas:
- Ingame goals/objectives
Add a simple panel, that will list all the objectives and give an ability to create new ones and mark old ones as complete/remove them. Something like a TODO list for a players, to keep track of their progress.
Every objective would have: name, description, optional attached fleet, status (debatable, but in theory would allow players to understand that they already started it). There could be more, like attaching specific character for flavor reasons, but these are bare minimum required to operate and I would be happy even if we finished this here, but...
- Automated goal/objective creation
I would imagine this as a set of rules, for start they could be simple, for example event popping up. The simple use case would be to create an objective with title "Deploy sentry buoys" and description "Deploy sentry buoys at [event_target]" whenever the event jump point discovered pops up. Event_target would be te jump point in question, but in general it would be a target of an event, there doesn't really have to be a reference to the object, just the name, and if that's too complicated, I'm fine with just keeping the reference to the event itself, like:
Title: Deploy sentry buoys
Description: Deploy sentry buoys at the jump point:
Event: Jump point #2 discovered (...)
The creation of those rules would be simple, but could be easily extended in the future if there's a need for that:
Choose event source (i.e. JP discovered), Put default title, Put default description. If there are any keywords available and implemented, they could be put in the description as tags [tag] and during objective creation they would be replaced with appropriate text, i.e. name of event.

Profit?
Did you ever had a situation where
- you were doing something but suddenly your explorers discovered multiple new systems and finished their orders? Now you have to drop everything, go to them, give them new orders and make sure to bring jump gate constructors and buoy deployers to secure the perimeter and hope you'll still remember what you were doing before that... - well, how about creating objective for what you are currently doing, having automated objectives for all the new JPs and just giving new orders to explorers so that you can go back to what you did without having to look through every system you have in search for non secure jump points later on?
- one of your explorers sits on the standing orders, not doing anything apart from trying to go back to the home planet for overclock, but they can't so they just go to jump gate, try to explore again and go back to jump gate? - how about an automated objective telling you that ship requires shore leave/overclock?
- pirates raiding your civilian trade ships, but you can't really handle them right now because you're designing new ship? - how about creating yourself an objective to secure this route in the future
- you explored on so many directions and forgot in which direction you wanted to expand... again? - leave yourself an objective to expand to specific system
etc.
- instead of searching for issues EVERYWHERE, you just go to the objectives panel and see what is there currently to do in your empire.

Solution to most of the logistical/managerial problems we currently have is super simple and I think the game would benefit greatly from it. In short currently the game becomes overwhelming quite quickly because you have to remember EVERYTHING, if we remove that constant burden from the players, I think more people would be able to enjoy the game.

Additional ideas:
- export/import automated rules (so that you have reuse them in other games)
- standing order for objective creation (just once, and then the order is removed)
- objective rules for planet based activities, like resource stock levels, population levels etc. For example: Create new ground unit when population grows to a certain level.

Please don't take this as a flippant answer, but you can already make extensive notes outside of the software. I use Word and Excel, but even Notepad is enough, or pen and paper. I have limited programming time so it wouldn't be a high priority to replicate note-taking, apart from maybe adding a free text tab to fleets. A more involved, automated system would involve a considerable amount of work because of the variety of things that can happen in the game, especially with different context in many cases. It isn't something that has been requested before.

The game already has events to tell you when things finish, or when you have forgotten something like allocating research labs. You can read back through all the past events. You can also have your fleets send you a message when they arrive somewhere, reminding you of why you sent them. I know some people even create fake fleets, or 'message bots', to use the remind messages on a regular basis. It also helps to get into a regular routine - checking terraforming fleets, checking survey fleets, checking build queues, mining output, etc..

For the sentry buoys specifically, you can check where they are deployed on the Galactic Map, using the Missiles tab (assuming that is pre v2.6). I use that all the time to plan buoy placement.

Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on December 27, 2024, 09:38:32 AM
On the galactic map you can display the presence of fleets and can choose all fleets and/or warships. Would it be possible to filter this by ship class? That way we can see at a glance on the galactic map where our grav survey ships are, or the mine layers or whatever. There appears to be enough space for another tab to implement this. It would immensely facilitate fleet management.

Apologies if its already present - please tell me how!

I like this idea very much, but I'd rather have it work by Admin Command and not by class. Your survey ships are likely to be in the same NAC, so it'd work similarly for them, but you'd also be able to tell where all your naval forces in the sector's NAC are, or landing craft, or salvagers, or anything else, even if you're running numerous classes in each hull type. This woud invaluable for those large, multi-system military operations.

Also, if class-based ship images (https://aurora2.pentarch.org/index.php?topic=13404.msg172506#msg172506) are going to happen one day, then maybe we can get class-based icons on the galaxy map too, which would make things far easier to read.

Either fleets or admin commands is possible. Different class icons is a good idea, although there would have to be some form of priority involved.
Title: Re: Suggestions Thread for v2.4.0
Post by: paolot on December 27, 2024, 11:56:33 AM
Quote
For the sentry buoys specifically, you can check where they are deployed on the Galactic Map, using the Missiles tab (assuming that is pre v2.6). I use that all the time to plan buoy placement.

Sorry Steve, but Missiles tab is a new feature of v2.6
https://aurora2.pentarch.org/index.php?topic=13463.msg169884#msg169884
not a pre v2.6 one.   ;)

Title: Re: Suggestions Thread for v2.4.0
Post by: dth11 on December 27, 2024, 01:22:10 PM
Please don't take this as a flippant answer, but you can already make extensive notes outside of the software. I use Word and Excel, but even Notepad is enough, or pen and paper. I have limited programming time so it wouldn't be a high priority to replicate note-taking, apart from maybe adding a free text tab to fleets. A more involved, automated system would involve a considerable amount of work because of the variety of things that can happen in the game, especially with different context in many cases. It isn't something that has been requested before.

The game already has events to tell you when things finish, or when you have forgotten something like allocating research labs. You can read back through all the past events. You can also have your fleets send you a message when they arrive somewhere, reminding you of why you sent them. I know some people even create fake fleets, or 'message bots', to use the remind messages on a regular basis. It also helps to get into a regular routine - checking terraforming fleets, checking survey fleets, checking build queues, mining output, etc..

For the sentry buoys specifically, you can check where they are deployed on the Galactic Map, using the Missiles tab (assuming that is pre v2.6). I use that all the time to plan buoy placement.

It's your game, not mine, but all the solutions that you mentioned are symptoms of problems that the game has. These are hacks and workarounds that allow some players to overcome issues (like forgetting stuff) with some additional manual work. If you see players making bot fleets just to remember to do something, then perhaps they need better tools in the game so that they don't have to resort to hacks or create external resources like Excel sheets to keep track of what were they doing and what they plan to do. In the end, it's an additional stuff that you have to do, and is quite costly in terms of time, that you have to pay before you even start the new game. That's of course on top of having to design all the required ships and installations, what already takes a lot. Then you have to maintain those sheets, the more complex they are, the more time you have to spend maintaining them.

The game is great, don't get me wrong, but at some point it should start moving towards automation of things instead of relying on the player to do everything manually. Ideally you shouldn't have to check events log all the time just to make sure you didn't miss anything, because things should work when you set them up and only break if there was a third party introduced into the mix. Of course there are people who don't mind the hard work, but I don't think there are many of them. I'm not 100% sure that automated objectives would solve anything, maybe it's not such a great idea after all, who knows, but the fact that it wasn't requested before is not very surprising. Complex games tend to attract people who like them (I know, impossible:D) and these people take pride in overcoming design flaws that make games unplayable for the general public. I mean, who is going to complain about lack of organisational tools in the game that forces to you to select a target for every missile in the fleet of 20 ships, each capable to deploy more than a hundred at once. It seems like such a non issue in comparison.

I won't bother you with this anymore, just keep in mind that when players start using in game systems in a weird way, it's because they are missing something that wouldn't force them to jump through all those hoops to do something simple. Just because I can spend 10 minutes setting up fake fleets to remember about something in 20 minutes and do it again for 5 other things, doesn't mean it's fun and I'll be able to keep on top of it forever. Maybe instead, I just need a reminder function with simple text input that I can set up with 2 clicks and focus on something else. Or maybe I need something else, like an action that triggers at certain condition. It's hard to say without knowing specific cases, but making notes/using external software to deal with the game shouldn't be a go to answer because it will overload everyone at some point, be it sooner or later. Also, for every player that will use word/excel/set up fake fleets, there will always probably be 10 or more other players just will just bounce back from the game, never to return, not giving it a chance.
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on December 27, 2024, 03:00:41 PM
Please don't take this as a flippant answer, but you can already make extensive notes outside of the software. I use Word and Excel, but even Notepad is enough, or pen and paper. I have limited programming time so it wouldn't be a high priority to replicate note-taking, apart from maybe adding a free text tab to fleets. A more involved, automated system would involve a considerable amount of work because of the variety of things that can happen in the game, especially with different context in many cases. It isn't something that has been requested before.

The game already has events to tell you when things finish, or when you have forgotten something like allocating research labs. You can read back through all the past events. You can also have your fleets send you a message when they arrive somewhere, reminding you of why you sent them. I know some people even create fake fleets, or 'message bots', to use the remind messages on a regular basis. It also helps to get into a regular routine - checking terraforming fleets, checking survey fleets, checking build queues, mining output, etc..

For the sentry buoys specifically, you can check where they are deployed on the Galactic Map, using the Missiles tab (assuming that is pre v2.6). I use that all the time to plan buoy placement.

It's your game, not mine, but all the solutions that you mentioned are symptoms of problems that the game has. These are hacks and workarounds that allow some players to overcome issues (like forgetting stuff) with some additional manual work. If you see players making bot fleets just to remember to do something, then perhaps they need better tools in the game so that they don't have to resort to hacks or create external resources like Excel sheets to keep track of what were they doing and what they plan to do. In the end, it's an additional stuff that you have to do, and is quite costly in terms of time, that you have to pay before you even start the new game. That's of course on top of having to design all the required ships and installations, what already takes a lot. Then you have to maintain those sheets, the more complex they are, the more time you have to spend maintaining them.

The game is great, don't get me wrong, but at some point it should start moving towards automation of things instead of relying on the player to do everything manually. Ideally you shouldn't have to check events log all the time just to make sure you didn't miss anything, because things should work when you set them up and only break if there was a third party introduced into the mix. Of course there are people who don't mind the hard work, but I don't think there are many of them. I'm not 100% sure that automated objectives would solve anything, maybe it's not such a great idea after all, who knows, but the fact that it wasn't requested before is not very surprising. Complex games tend to attract people who like them (I know, impossible:D) and these people take pride in overcoming design flaws that make games unplayable for the general public. I mean, who is going to complain about lack of organisational tools in the game that forces to you to select a target for every missile in the fleet of 20 ships, each capable to deploy more than a hundred at once. It seems like such a non issue in comparison.

I won't bother you with this anymore, just keep in mind that when players start using in game systems in a weird way, it's because they are missing something that wouldn't force them to jump through all those hoops to do something simple. Just because I can spend 10 minutes setting up fake fleets to remember about something in 20 minutes and do it again for 5 other things, doesn't mean it's fun and I'll be able to keep on top of it forever. Maybe instead, I just need a reminder function with simple text input that I can set up with 2 clicks and focus on something else. Or maybe I need something else, like an action that triggers at certain condition. It's hard to say without knowing specific cases, but making notes/using external software to deal with the game shouldn't be a go to answer because it will overload everyone at some point, be it sooner or later. Also, for every player that will use word/excel/set up fake fleets, there will always probably be 10 or more other players just will just bounce back from the game, never to return, not giving it a chance.

I am sure there are many ways to improve Aurora and there are always many player suggestions.

However, this is a game I code as a hobby in my spare time and give away for free. Therefore, when looking at a suggestion, I have to consider a few different factors (and those are not the same as a commercial game).
So when I look at your suggestion with the above context, it is a lot of work for something I don't really need (because it doesn't add much to easily available alternatives) and that other people haven't requested (probably for the same reason). Even if that were not true, there are many other suggestions that would add a lot to the game and to my own enjoyment that require equal or less effort on my part.

I am happy to accept it is important to you and that without that functionality, you (and perhaps other people) might not play the game. However, to persuade someone (in Aurora and in real life) to do something for you, its always best to explain why it would benefit them, rather than you. Also, as part of that effort, its good to understand that the priorities of your target audience might not match your own.
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on December 27, 2024, 06:18:24 PM
On the galactic map you can display the presence of fleets and can choose all fleets and/or warships. Would it be possible to filter this by ship class? That way we can see at a glance on the galactic map where our grav survey ships are, or the mine layers or whatever. There appears to be enough space for another tab to implement this. It would immensely facilitate fleet management.

Apologies if its already present - please tell me how!

I like this idea very much, but I'd rather have it work by Admin Command and not by class. Your survey ships are likely to be in the same NAC, so it'd work similarly for them, but you'd also be able to tell where all your naval forces in the sector's NAC are, or landing craft, or salvagers, or anything else, even if you're running numerous classes in each hull type. This woud invaluable for those large, multi-system military operations.

Also, if class-based ship images (https://aurora2.pentarch.org/index.php?topic=13404.msg172506#msg172506) are going to happen one day, then maybe we can get class-based icons on the galaxy map too, which would make things far easier to read.

I've added both the above ideas for v2.6
https://aurora2.pentarch.org/index.php?topic=13463.msg172561#msg172561
Title: Re: Suggestions Thread for v2.4.0
Post by: Ghostly on December 28, 2024, 05:56:50 AM
I've added both the above ideas for v2.6
https://aurora2.pentarch.org/index.php?topic=13463.msg172561#msg172561

Thank you, this is amazing! Another thought that occured to me a bit too late is that there could be a benefit to filtering by Hull Type too, since one can often end up dealing with different generations of classes that serve the same purpose, but on the other hand, this would still only display either dropships or troop transports, or either salvage ships or salvage platforms, so maybe there's not much point to it. All ships of interest in the same area should be sharing a NAC anyway.
Title: Re: Suggestions Thread for v2.4.0
Post by: KriegsMeister on December 28, 2024, 07:13:23 AM
Coul you add a "button" to the shipicon on the galaxy map that would pop up a window with the list of all hulls in the system?
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on December 28, 2024, 07:34:13 AM
Coul you add a "button" to the shipicon on the galaxy map that would pop up a window with the list of all hulls in the system?

If you have the Naval Forces tab selected on the sidebar, clicking on a system will list all the forces in that system, including fleets, ships, parent admin commands, etc.
Title: Re: Suggestions Thread for v2.4.0
Post by: Louella on December 28, 2024, 07:34:20 PM
A thing for the alien intel screen.

"Known Ordnance" - a list of known missile types used by that alien race.

Title: Re: Suggestions Thread for v2.4.0
Post by: skoormit on December 29, 2024, 08:27:39 AM
On the Governor tab of the Econ window, we have a "No Assignment" option (alongside automated and manual).
When that option is selected, the colony does not appear in the list of possible assignments for civilian administrators.
This feature is very useful--it allows us to keep that assignment list from becoming cluttered with tiny colonies that we don't care to assign governors for.

Can we get a similar option for Naval Admin Commands?
I have a lot of NACs that I use only for grouping similar fleets in the Naval Org window.
For these NACs, I don't care about bonuses, so I will never assign them a commander.
It would be nice if they could be suppressed from the assignment list (so I only see the one or two available NACs I am concerned with finding a replacement for at a given point in time).
Title: Re: Suggestions Thread for v2.4.0
Post by: skoormit on December 30, 2024, 09:01:01 AM
We receive messages from NPRs regarding changes in diplomatic status (considering us neutral/friendly, granting  trade access, etc).

It would be useful if an interrupt event occurred whenever an NPR's diplomacy rating with us passes a threshold that opens new diplomatic treaties that we can assign to them (trade, tech, etc).
Currently, we must periodically check the foreign relations window to see if new options are available.
Title: Re: Suggestions Thread for v2.4.0
Post by: paolot on December 30, 2024, 01:53:02 PM
In the System View window, in the dropdown menu from where a system can be chosen (upper row of the window), would it be possible to highlight the ones with a population enstablished?
Just to easily individuate the systems we already own.
Title: Re: Suggestions Thread for v2.4.0
Post by: Louella on December 30, 2024, 03:03:06 PM
In the System View window, in the dropdown menu from where a system can be chosen (upper row of the window), would it be possible to highlight the ones with a population enstablished?
Just to easily individuate the systems we already own.

like how they're highlighted in the fleet movement window ?

Title: Re: Suggestions Thread for v2.4.0
Post by: paolot on December 30, 2024, 05:40:56 PM
Quote
like how they're highlighted in the fleet movement window ?

Yes! Good point!
Thank you!
I thought about the inhabited systems only; with your suggestion, we could see also the claimed colonies.
Title: Re: Suggestions Thread for v2.4.0
Post by: db48x on December 30, 2024, 08:39:50 PM
- Ingame goals/objectives
Add a simple panel, that will list all the objectives and give an ability to create new ones and mark old ones as complete/remove them. Something like a TODO list for a players, to keep track of their progress.
Every objective would have: name, description, optional attached fleet, status (debatable, but in theory would allow players to understand that they already started it). There could be more, like attaching specific character for flavor reasons, but these are bare minimum required to operate and I would be happy even if we finished this here, but...

You say “simple”, but I am afraid that you grossly underestimate the amount of work your suggestion really entails. There are commercial TODO apps that are supported by entire teams of developers across years of development. There are open source TODO apps that have existed for decades and have dozens or hundreds of independent contributors. To take just one example, org-mode is over 21 years old and has over 150,000 lines of code. And it has the advantage of being embedded inside of Emacs, so it doesn’t have to implement any kind of text editing; it gets all of that for free.

It only takes a little bit of organization to keep notes outside of Aurora. I am not very good at it myself, but you have no doubt read some of Steve’s after–action reports. I believe he writes those as he plays the game, rather than summarizing the action after the fact. He need only reread the last few paragraphs of his report to remind himself of the most recent events. There are a number of curious features of the game that exist entirely so that he can paste useful information into these reports. Things like the order of battle window, that lists the ships in the current sector. Or there’s that button that pops up a window containing a list of all the minerals on all the bodies in the current system; I forget its name. By occasionally including these in his reports, he can easily reconstruct the state of his fleets at different points in the game.

I’d say that it is a very good idea for players to keep notes and records of their games, but far more flexible and beneficial to the player to use an external application that they are already familiar with rather than to try to reproduce those applications inside of Aurora.
Title: Re: Suggestions Thread for v2.4.0
Post by: xenoscepter on December 30, 2024, 11:32:47 PM
I have at one point suggested / asked for a simple in game textbox to keep notes on. I find it a bit annoying to flip back and forth between notepad and aurora.

But that's just a window focus thing, and I am on a single monitor. So... meh.
Title: Re: Suggestions Thread for v2.4.0
Post by: paolot on December 31, 2024, 12:28:23 PM
In the Galactic Map, is it possible to show the name of the selected system in these tabs: Overview, Naval Forces, Contacts, and Miscellaneous?
Often, you move the map to observe various locations, or you return to it after a while, and it's not at once clear which system is selected.

Happy new year to all of you and to your dear ones! 
Title: Re: Suggestions Thread for v2.4.0
Post by: Panopticon on December 31, 2024, 10:56:04 PM
I have at one point suggested / asked for a simple in game textbox to keep notes on. I find it a bit annoying to flip back and forth between notepad and aurora.

But that's just a window focus thing, and I am on a single monitor. So... meh.

A simple embedded text box would be pretty neat to have, a luxury for sure since you know, Notepad exists but nice.
Title: Re: Suggestions Thread for v2.4.0
Post by: Coleslaw on January 01, 2025, 02:03:00 PM
Biome specific trade goods (or bonuses to trade good production based on planet biome type.) I think if the civilian trade stuff gets fleshed out in the future it could add some interesting considerations for "profit-oriented" empires (like if you're playing as a mega corporation.)

Biome-specific trade goods might make it more profitable to to colonize specific planets and terraform them to a specific biome, rather than blanket-colonize-and-terraform into the habitable range. For example, coffee production would have a bonus on tropical planets, with an extra bonus to coffee production if the planet is a mountainous rainforest (since coffee likes to grow relatively high up.) Wine would have a bonus on a warm, planes world. Fur production would be drastically reduced on hot deserts, but greatly increased on tundra worlds.
Title: Re: Suggestions Thread for v2.4.0
Post by: NuclearStudent on January 01, 2025, 05:25:48 PM
Biome specific trade goods (or bonuses to trade good production based on planet biome type.) I think if the civilian trade stuff gets fleshed out in the future it could add some interesting considerations for "profit-oriented" empires (like if you're playing as a mega corporation.)

Biome-specific trade goods might make it more profitable to to colonize specific planets and terraform them to a specific biome, rather than blanket-colonize-and-terraform into the habitable range. For example, coffee production would have a bonus on tropical planets, with an extra bonus to coffee production if the planet is a mountainous rainforest (since coffee likes to grow relatively high up.) Wine would have a bonus on a warm, planes world. Fur production would be drastically reduced on hot deserts, but greatly increased on tundra worlds.

On a related note, it would be nice to abstract the benefits of trade and competitive advantage by having a pop growth bonus to worlds that have goods demand satisfied. Or, if that's more computationally taxing than Steve deems necessary, to have like a pop growth bonus of 1%, up to a maximum of 20%, for every civilian ship to arrive at a planet in the last month. 

The ideal simulation would probably look more like Victoria II or Victoria III's pop demands and varied effects on goods, but that is much more demanding than can be realistically expected.
Title: "Detach and Keep Standing orders"
Post by: SpaceMarine on January 02, 2025, 01:25:39 AM
Proposal: Create a new button as a variation of the detach button, which when activated will detach the ship/ships into their own fleet but keep the standing orders of their original fleet.

Reasons for Implementation: If created this new capability would allow what is essentially a copying of standing order information across fleets, currently the system requires that every new fleet will take up to five clicks just to set up standing orders, ones which often are the same as their originally attached fleet. This change would cut down on that number of clicks significantly and allow widespread assignment of standing orders to fleets, an early and easy example of this would be the construction of your first survey ships into the shipyard fleet, with the shipyard fleet setup correctly each time you detach a newly built survey vessel it will have all the standing orders alreadyprogrammed into it.

With that example in mind its primary benefit could be the assignment of standing orders for newly built ships across your empire quickly and easily, of course a better potential system could be the creation of standing order "Profiles" which can be loaded into each fleet from the naval org window after being saved. The reason for my suggestion of the detach and keep standing orders button would be its relative similarity to existing systems atleast from the outside which in theory would make it easier to both implement and for existing players to understand.

---

Feedback welcome on this proposal, hopefully in the future it wont take an exhaustive period of time assigning standing orders.

Title: Re: Suggestions Thread for v2.4.0
Post by: paolot on January 05, 2025, 02:08:32 PM
In the Summary tab of a population/colony, if at least one Deep Space Tracking Station is present, together with the Tracking Stength, is it possible to show also the sensitivity range (in km) of the sensors?
Title: Re: Suggestions Thread for v2.4.0
Post by: Silvarelion on January 06, 2025, 09:08:27 AM
Currently, you can't Genemod a species twice.  It would be nice if, after a tech increase, you could re-mod the new species with the new tech.

EX: I'm making a species with 5 degree expanded temp.  After a tech increase to 8 degree, I would like to change the 5 degree species to 8 degree.  The base species would stay the same.  Just the additional capabilities would be transferred over.

Thank you
Title: Re: Suggestions Thread for v2.4.0
Post by: Black on January 07, 2025, 08:09:07 AM
Would it be possible to add some checkbox to ship fire controls to ignore Fleet Fire at Will command? Some of my warships have missile launcher to lauch sensor probes. And when I use the Fire at Will I have to manualy disable them each time.
Title: Re: Suggestions Thread for v2.4.0
Post by: Ogonek on January 07, 2025, 02:35:26 PM
Please consider this as a source of inspiration.
1) Limit in the creation of msp and fuel - first of all, this is needed for msp. The current implementation of control using the "start-stop" button is suitable only for manual control of the amount of msp. I constantly have situations of resource shortage due to the production of a large number of maintrance facilities for their subsequent transportation to the colony-bases of the fleet. And to be honest, I would like to set a production limit on the amount of msp, so as not to press the "start-stop" button again (I am comfortable seeing the figure of 1-2 million msp, this is enough for all needs). I see this as an input box next to the "start-stop" button where the limit for msp creation is entered. Once every 5 days, the condition is checked with the start or stop of production.
2) Transportation of msp and fuel, minerals by civilian orders - a significant reduction in microcontrol in the field of logistics. My previous company ended under pressure from pirates. The empire has grown too big and a lot of logistics routes have been laid out (one ship - one point, for example, fuel delivery to one colony is one ship, and msp delivery there is another ship. It is quite convenient). Now let's imagine that these carriers are periodically pinched by pirates here and there. Restoring lost logistics requires manual control (if there is a template, then this is done a little faster), but in general it looks like this: "Who died again? Where? What was this poor guy carrying and where? So, do you need a ship and set up a route again? But first, destroy the pirates! Destroyed the pirates. Forgot which route was lost." Considering the size of the empire and the frequency of attacks, it was necessary to devote a lot of time to this aspect of the game, making notes. In general, if you transfer this logistics to civilian companies, then the manual labor will be automated. Such transportation will have the conditions "the colony needs a resource - send from the nearest source", which corresponds to the current model of cargo transportation, and "if the value of the resource in the colony is greater than the established minimum by "1 standard cargo compartment, 1 msp warehouse, 1 standard fuel tank" (any other standard size, which depends on the carrying capacity of the civilian fleet) - the colony becomes a source of the resource." With such an implementation, I would send minerals to the capital (as soon as a surplus was formed in the colonies), and distribute finished structures, fuel, msp from the capital. There is only an obvious problem - this is that the colony can be both a source and a consumer of the resource. For example, fuel is produced in the colony and sent to the capital. In the Capital, they consume fuel and send it to other colonies. Here is a more complex condition for the operation of logistics, we need to think. The logistics problem is partially solved by simply disabling pirates, but I like to fight them, maintain garrisons and a planetary fleet not for roleplaying, but as protection from a real threat. The main reason for this proposal is to get rid of microcontrol. Destroyed a civilian ship, and screw it, only the cargo is a pity (it is possible to introduce monetary compensation to a civilian company for a destroyed ship on a flight with your cargo). For me personally, this would be a major improvement to the game, allowing me to focus on more interesting aspects of the game. And this will increase my own limit of empire manageability when I will be able to support a more colossal empire. Also, a positive side effect would be the revitalization of space with civilian ships with various cargoes (and an additional financial burden on the annual wealth for the provision of transportation services), and not just the delivery of structures, colonists and goods. Logistics is interesting, but only if you do not repeat the same thing over and over again.
3) Updating the design of civilian ships, new types - in connection with the above, other types of ships are required: tanker, msp carrier and minerals. And in order not to greatly increase the number of ships of a civilian company, it is necessary to increase the carrying capacity of the current ones. Even in my previous companies, with the increase in the extent of the empire, delivery to remote planets by civilian companies became a bottleneck with an incomprehensible throughput, it became difficult to determine how much time it would take to deliver the entire order. And if you really dream, you can swing for civilian orbital mines that will move along the asteroid belt to dig ore and sell it to me, after all, this is the task of the civilian sector to extract minerals. A cruise liner that will cruise random objects (to revive space and earn money), a debris collector will collect ship debris and, possibly, process it into minerals, naturally in safe sectors, excluding the front line.
4) Civilian fuel harvesters send fuel to the colony - in their current form they can be used as a gas station or "as a distillation of valuable fuel into useless papers", that is, selling to the private sector, and we get tax revenues. If we add the ability to send fuel (for example, resource packages for the driver to accept mass driver) or deliver them themselves to the nearest colony for a certain amount of money, this will definitely make them much more useful than they are now. In previous games, I did not include them precisely because of the unwillingness to spend a valuable resource and receive wealth in return, I think I am not alone in this.
5) Civilian mines - now they just appear on the body "suddenly". Although it is possible to make it so that in the capital/colony with a shipyard a specialized cargo ship appears and slowly starts flying towards the future mine. In the body's orbit, unloading and deployment does not happen instantly, but with a delay of, say, five days. This is a cosmetic change aimed at enlivening space.
6) Fleet training, automatic maintenance and replenishment of supplies - to be honest, I am writing here from memory. I had a problem when setting a fleet for training, it trained to the state of "a rusty trough without spare parts" without even reaching 100% training. This is a serious microcontrol problem if the fleet consists of ships with crews of different training levels. Someone has exhausted their maintenance limit, someone has overtrained. The fleet does not exit training mode upon reaching 100% coherence and does not enter maintenance itself to reset service hours. It does not replenish MSP and fuel during and after the process. A lot of actions have to be performed to train crews. I see the process as follows - the Fleet is put on exercises - Trains - If any ship reaches a critical maintenance point, the ship is put on replenishment of supplies and zeroing of work hours (the fleet continues to train) - as soon as any ship reaches 100% training, it is put on replenishment of supplies and zeroing of work hours, and no longer returns to exercises. When other ships join the fleet (for example, a fresh ship from the slipway), it also goes through this circle, regardless of the state of other ships.7) Expanding shipyards how much it will cost in resources - in order to find out how many resources will be needed to expand the shipyard, you need to go to the forum or calculate the difference after you give the task to expand by mineral consumption. You can add a table with a note in the shipyard tab about the amount of resources required to increase the capacity by 1000 tons or add a slipway. Or modify the price table in the same tab to show minerals.
7) Expanding shipyards how much it will cost in resources - in order to find out how many resources will be needed to expand the shipyard, you need to go to the forum or calculate the difference after you give the task to expand by mineral consumption. You can add a table with a note in the shipyard tab about the amount of resources required to increase the capacity by 1000 tons or add a slipway. Or modify the price table in the same tab to show minerals.
8) The research queue disappears with the death of a scientist - I really like the function of limiting the number of laboratories per scientist. It does not allow to make imbalances in research, to maximize any one direction. Usually I have 1-2 scientists for one area of research, in this regard, I set up a research queue for them from several technologies, and I try to approach this issue thoroughly. With a large number of laboratories, I did not notice that the total capacity of the labs of scientists increased, аt the same time, the total number of scientists engaged in research is growing due to the limitation on the number of laboratories. With the death of a scientist, the research queue disappears into oblivion. The current research that the scientist conducted is visible by the number of points, but the following positions are not - it is possible to restore only the current research in the queue. In this regard, I would like more automation of research on the principle of set up-forgot-research completed-set up. The closest analogue is the creation of research bureaus. There is a head of laboratories and a certain number of labs tied to him. You can set up the number of research facilities, auto-assignment and research queue. You can also set up automatic assignment of the head taking into account the parameters, as for fleet commanders. The number of such bureaus can be limited by research areas.
9) Cost of mineral research - research costs money and minerals. It seems fair to me that practical research costs not only money, but also raw materials for prototypes, models, and equipment. This increases the need for space expansion.
10) Decreased stability of colonies from fleet losses - the loss of ships of both the military and civilian fleets, in my opinion, should cause concern among the people. And increase the requirements for police strenght.
11) Recycling of the orbital miner - the performance of the orbital miner leaves much to be desired. The module weighs 5000 tons and costs 120 corundum, and produces 10 tons of each mineral per year. Considering that comets and asteroids contain no more than three types of minerals (at least a brief review showed exactly that much), the payback period for the module alone is 4 years, not counting the rest of the ship and the availability of the vein. Add to this the threat of pirates, and the distraction of attention to setting up and monitoring production, and we get a less than favorable offer.

I hope Google translate translated everything correctly ru-eng.
For me personally, in this wall of text, the main wish is the second point, my empire control limit is quite low.
In this text, the phrase "space revival" is often found. By this I mean any activity outside the colonies and main trade routes, under the control of the AI. This is directly related to pirates. For them, there are no accessible targets except for the main transportation routes in the passage systems. Colonies and ships in the orbit of the colonies are often protected, and outside them there are only my fuel collectors and support stations. The very concept of piracy suffers from this.
Thanks for the great game, which is hard to master and even harder to play)
Title: Re: Suggestions Thread for v2.4.0
Post by: Flame_Draken on January 07, 2025, 08:39:45 PM
I have a couple of proposals for the hull numbering system currently in game.

Currently in game if you have two class of ship that have the same hull designation but are different types of ships (say bog standard Destroyer and an ASW Destroyer) the hull numbers do not sequence.  As in if you build 1 destroyer and one asw destroyer, each one will be DD-01.  If you build a second of each one, the new hulls numbers for both will be DD-02.

On the player side, I know that we can create new hulls with new hull designations to get around the issue, but it would be nice if there was something better.

Option 1 - Leave as is and let the players create new hull designations for hull numbering purposes.
By far the easiest 'solution' as far as development is concerned as no action is needed by Steve.  This does make the player have to recreate their own designation system each time.

Option 2 - Edit the hull designations in the core game to give each hull designation a unique prefix code instead of some of them reusing the same designations.
This requires some work on finding and replacing the duplicate designations on Steve's part.  This could help remove confusion that may pop up if you want to assign an RS (Rescue Shuttle) to a carrier but instead use an RS (Replenishment Ship) or RS (Recreation Ship).  Or you send a FTH (Heavy Fighter) to pick up cargo and a FTH (Heavy Freighter) to intercept an enemy fleet.

Option 3 - Have the game able to track hull designations separate from or instead of the hull for hull numbering purposes.  This requires the most work from Steve and seems to be the hardest to implement.  The system would need to look at a hull designation (such as DD) before looking up the current count for that hull designation.  This does not eliminate any confusion that may arise from glancing at the designations without changing, however it would allow a more consistent numbering system based on the designations in use.

I would prefer a mixture of options 2 and 3 were implemented but just having option 2 by itself will go a long way for me.
Title: Re: Suggestions Thread for v2.4.0
Post by: skoormit on January 10, 2025, 11:43:43 AM
A lot of good stuff in here, but I want to respond only to the last thing:

11) Recycling of the orbital miner - the performance of the orbital miner leaves much to be desired. The module weighs 5000 tons and costs 120 corundum, and produces 10 tons of each mineral per year. Considering that comets and asteroids contain no more than three types of minerals (at least a brief review showed exactly that much), the payback period for the module alone is 4 years, not counting the rest of the ship and the availability of the vein. Add to this the threat of pirates, and the distraction of attention to setting up and monitoring production, and we get a less than favorable offer.

The orbital miner module, at its current size and cost, is the best source of mineral production in the game.
The cost is the same as a normal mine, and half the cost of an automated mine.
The module is 1/5 the size of the surface mines.
The module does not require workers, so you don't need to transport colonists and infrastructure (which you do for normal mines, and which are far larger and more expensive to build and to transport than the additional ship components needed for an orbital mining ship).
The base production is the same for all three (module, normal mine, automated mine).
Smaller bodies have much higher average mineral richness than larger bodies, which means that modules (which are restricted to the smallest bodies) are usually far more productive than normal mines on bodies with reasonable colony cost (which tend to be larger bodies).
(Also, it is not true that comets and asteroids can only have three types of minerals. In my current game, there is an asteroid with deposits of nine minerals. I assume it's possible (but very rare) to have deposits of all eleven types.)

These advantages are balanced by two mechanical disadvantages:
1) Can only be used on very small bodies, which have much smaller average deposits than larger bodies.
2) Very vulnerable to attack.

There is also, as you mention, the non-mechanical disadvantage: the player time required to deploy and monitor such ships.
Many players avoid using orbital miners altogether for this reason.

Some players (like myself) develop practices for using orbital miners that reduce the management time required.
For example, instead of spending time trying to determine the "best" place to send my next miner (which is time consuming), I follow a simple process:

First miner built goes to the closest eligible body. This is now the "live" orbital mining colony.
After that, I follow two simple doctrines:

Doctrine A--Distributing new miners
At the live colony, is it more than 20 years until depletion of all deposits of the crucial minerals?  (You decide which minerals are crucial; for me it is usually DUR,MER,CRN,GAL.)
Yes) Send this miner to the live colony.
No) Send this miner to the closest eligible body that is not being mined. This is now the live colony.

Doctrine B--Redistributing miners
Every five years, look at each orbital mining colony, starting in the home system and then going through other systems from closest to furthest from home system.
Is there more than one miner here?
Is the time to depletion (of all deposits) less than 10 years?
If yes to both, move half of the miners (rounded down) elsewhere.
Where to move them to depends on where the current live colony is.
If moving to the live colony requires backtracking towards the home system, I prefer instead to make a new colony at the closest eligible body in this system (or further down this jump point path, away from the home system).
That colony becomes a secondary live colony for redistributing other miners in this jump point branch.


Anyway, my main point is that the orbital mining module does not need to be improved. It is well balanced as it is.
Title: Re: Suggestions Thread for v2.4.0
Post by: gateisgreen on January 12, 2025, 07:32:23 AM
Some few simple suggestions for Ground Forces UI:

1) Ground Forces >> Order of Battle
 - save checkbox statuses (Show Elements, Sort Creation Date..) upon closing GF window, currently they reverts back to default positions

 - make entries under HQ in "Formations and Direct Attachments" (right window) be ordered same as in hierarchy tree (by battlefield positions) or by chosen sorting options (size, name, cost etc..), I may mistake, but currently it is sorted by creation date

 - could be a bug, but not sure: sometimes, when inspecting "Formation Unit List" for selected celestial body (i.e. Earth) computer groups units from different formations into single "chunk"; for example, I have three tank formations with 1 HQ unit in them (3 total HQs) and inspections shows "HQ_name=3" instead of "HQ_name=1, HQ_name=1, HQ_name=1

 - add button "Assign Commander" to selected formation, currently you have to go to Leaders tab and do work from there (often forgetting which formation you are working with)

 - for "beautifulization" reasons maybe add "% weight" percentage column (along with "size, cost, GSP etc..) to quickly evaluate exposure for enemy fire of certain unit types

2) Ground Forces >> Formation Templates
 - add sorting options for researched unit models in the left panel other than "type"; IMHO, "name" would be better because user could separate supports, HQs, arties etc.. simply by using prefixes

- add button "Delete Model" for models you won't be using 100% sure - (like units with early game low racial armour/weapon modifiers); also this will make more space in "Unit Series"

- let "unit details" window in the bottom-left show information based on selection, which includes models from the bottom-right panel; so, inspecting one's current army setup will be easier
Title: Re: Suggestions Thread for v2.4.0
Post by: Megadude on January 12, 2025, 12:00:24 PM
I am trying to create a scenario where advanced ruins are found on Mars, however using SM we can only control how large a ruin is and have to keep cycling until we get a research site and even then, the site is random.

Can the Create Ruin selection screen be expanded to include the size, tech level, research site type, and research site bonus percentage and anything else related?
Title: Re: Suggestions Thread for v2.4.0
Post by: NuclearStudent on January 12, 2025, 12:25:44 PM
Multistage missile research costs are rather high for reduced-pace research games. It's quite punitive to have to pay the research cost of the base stages in addition to the research for the additional stages. I suggest that multistage missiles get a research discount cost - eg. for a size 8 missiles with size 6 of secondary stages, we only pay the research cost of a size 2 missile.

Multistage missiles are fun and it's a bit silly to discourage them.
Title: Re: Suggestions Thread for v2.4.0
Post by: Andrew on January 12, 2025, 03:05:30 PM
So If I chain 4 size 2 missiles together that should be cheaper than a size 8 missile to research?
Title: Re: Suggestions Thread for v2.4.0
Post by: alex_brunius on January 12, 2025, 05:56:44 PM
So If I chain 4 size 2 missiles together that should be cheaper than a size 8 missile to research?
I think that the cost would be 0 because you already paid the full RP cost of the size 2 missile design before designing the "empty" multi stage to chain them together.

The suggestion put forward as I understood it is that you only need to pay RP for the engine/fuel/other new components you add to the multistage. Not pay more RP again coming from the missiles you already researched before.
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on January 13, 2025, 03:32:07 AM
Multistage missile research costs are rather high for reduced-pace research games. It's quite punitive to have to pay the research cost of the base stages in addition to the research for the additional stages. I suggest that multistage missiles get a research discount cost - eg. for a size 8 missiles with size 6 of secondary stages, we only pay the research cost of a size 2 missile.

Multistage missiles are fun and it's a bit silly to discourage them.

Dev costs for player designed components have already been reduced in slower-research games in v2.6.
Title: Re: Suggestions Thread for v2.4.0
Post by: NuclearStudent on January 13, 2025, 02:13:00 PM
Multistage missile research costs are rather high for reduced-pace research games. It's quite punitive to have to pay the research cost of the base stages in addition to the research for the additional stages. I suggest that multistage missiles get a research discount cost - eg. for a size 8 missiles with size 6 of secondary stages, we only pay the research cost of a size 2 missile.

Multistage missiles are fun and it's a bit silly to discourage them.

Dev costs for player designed components have already been reduced in slower-research games in v2.6.

I actually quite like paying significant dev costs for player designed components in general, because it encourages more strategic aforethought and reuse of components. It's just multistage missiles specifically that I think are overcosted in this department.
Title: Re: Suggestions Thread for v2.4.0
Post by: alex_brunius on January 13, 2025, 10:37:55 PM
After playing around with Ground Combat it feels like something that I'm missing is that feeling that veteran units with alot of combat experience should perform significantly better than a freshly built formation.

The current ground combat model favors heavily armored units mainly to reduce casualties, but the IMO main purpose of reducing casualties should not be to save BP in less replacements needed, it should be to not lose the valuable experience your units gain from battles.
Title: Re: Suggestions Thread for v2.4.0
Post by: Ghostly on January 15, 2025, 02:59:36 AM
After playing around with Ground Combat it feels like something that I'm missing is that feeling that veteran units with alot of combat experience should perform significantly better than a freshly built formation.

The current ground combat model favors heavily armored units mainly to reduce casualties, but the IMO main purpose of reducing casualties should not be to save BP in less replacements needed, it should be to not lose the valuable experience your units gain from battles.

I agree, there's not much benefit to having any veteran units other than those who've been sitting around under a commander with GCT for years, never seeing any combat, which is the opposite of how things should actually work. I suppose this is due to the unit Morale also representing their training level, which is awkward, as you would expect Training and Morale to be separate stats, with Training increasing slowly while idling and quickly when participating in combat, and Morale dropping rapidly while taking losses and increasing while inflicting casualties, performing breakthroughs or idling. The ground unit system is already complex as it is, but I think such a change would be more than justified.
Title: Re: Suggestions Thread for v2.4.0
Post by: gateisgreen on January 16, 2025, 04:27:27 AM
While playing Aurora, making notes to not forget about what could be improved.
Few simple suggestions for UI:

1) Economics >> Industry
- add "Construction Rate" per factory indicator, along with "Construction Capacity"; currently only way to check it is to open Race Information, which is in different window

2) Economics >> Shipyards
- it seems, upgrading SY requires some minerals along with wealth, so it would be super handy to have this information in additional columns, for example

3) Economics >> Research
- add "Research Rate" per lab; currently only way to check it is to open Race Information

4) Economics >> GU Training
- add information about minerals cost for training Ground Forces, currently it is only "BP cost" column
- add "Ground Formation Construction Rate" indicator, currently it is in Race Information

5) Ground Forces >> Formation Templates
- for Show/Hide Obsolete models - make obsolete ones visually distinctive from current ones, by changing font colour (white=>gray, for example)

6) Events
- same as for show/hide obsolete models, make filtered events visually distinctive in some way (rarely needed, but I recently misclicked button in Events window and hide certain type of event for many years until I figured something is wrong, well:))
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on January 16, 2025, 07:04:21 AM
The current ground combat model favors heavily armored units mainly to reduce casualties, but the IMO main purpose of reducing casualties should not be to save BP in less replacements needed, it should be to not lose the valuable experience your units gain from battles.

This is not really true. Analysis done by many folks here has shown that heavy armor is generally a less efficient use of BP than light armor/infantry and will end up suffering higher loss rates (in BP) than the lighter units. This doesn't make heavy armor useless at all, as it remains useful in tonnage-bottlenecked situations, but to say that the current model favors heavy armor is not correct.
Title: Re: Suggestions Thread for v2.4.0
Post by: alex_brunius on January 16, 2025, 10:46:55 AM
This is not really true. Analysis done by many folks here has shown that heavy armor is generally a less efficient use of BP than light armor/infantry and will end up suffering higher loss rates (in BP) than the lighter units. This doesn't make heavy armor useless at all, as it remains useful in tonnage-bottlenecked situations, but to say that the current model favors heavy armor is not correct.
Yes, your right. That conclusion was filtered through an assumed tonnage limit as almost always the main practical limit for my invasions in in how much invasion tonnage I can bring.

And I did not mean the specific unit type heavy armor, but all units with heavier armour than infantry (so including also stuff like powered INF armour).
Title: Re: Suggestions Thread for v2.4.0
Post by: lumporr on January 17, 2025, 10:53:09 AM
I think it'd be nice to be able to raise the wealth cap, either via tech or via settings. It'd be fun to roleplay as a vast empire with an enormous debt but huge reserves, having a decade-spanning long economic panic - and I think it might've been mentioned as something that was planned to change back in the C# patch notes (I'd link but I'm stuck on mobile at the moment).
Title: Re: Suggestions Thread for v2.4.0
Post by: lumporr on January 21, 2025, 11:18:02 PM
Would it be possible to prevent DSPs from appearing as conspicuous yellow "Asteroid #0"s for other races? It's a little hard to ignore, and I usually solve it by hackily creating a colony on the offending Asteroid 0# using the fleet orders menu and renaming it to "Gravitational Anomaly" or some such, but this is not ideal.
Title: Re: Suggestions Thread for v2.4.0
Post by: Ghostly on January 23, 2025, 12:28:28 PM
With every other spaceborne spoiler receiving an enhanced setting, have you considered adding Enhanced Raiders? I love these little guys because they're the only real justification I have for setting up colonial fleets, STO garrisons and escorted convoys everywhere, which I really enjoy, but they're severely lacking both in quantity and in quality in my game.  A minor attack happens every few years, and I only fought a large fleet of them once, decades ago. They never advanced in technology (presumably because I haven't allowed them to salvage much) and their ships, rather squishy to begin with, are now hopelessly outmatched. It would be nice to have an option to increase their production and research rates, as well as give them better-protected designs and boost their general aggressiveness. Another thought that crossed my mind is that as a race of pirates, they really should have the ability to engage in boarding combat, if only for the purpose of scrapping captured ships.

Also, I'm not saying fighters launched from a mothership with thermal reduction engines from hundreds of millions of kilometers away would be very exciting to fight, but that's a very sneaky way to attack someone, and since NPRs are already getting carriers...
Title: Re: Suggestions Thread for v2.4.0
Post by: EclipsedStar on January 24, 2025, 11:39:23 AM
Proposal: Add a setting in the (tactical view)'s display panel to hide the names of ship-components (Thermal/EM/Active Sensors/Fire Control/Weapons) from the view while still showing said component's range band (respective of their other settings in the display).

Reasons for Implementation: This would allow you to still differentiate when you might detect enemies/be able to fire on them, but you would no longer have a giant text wall of the same sensor(s) from multiple different fleets all overlapping and blotting out a region of space. (Plus, it would make it easier to view a system from a zoomed out view, whereas normally you'd have to zoom in a fair bit to avoid the sensor-text getting too concentrated in one area). Mainly just to make it easier on the eyes while still being able to tell what's where in systems with a large number of fleets/inhabited planets.
Title: Re: Suggestions Thread for v2.4.0
Post by: AdamantineAxe on January 24, 2025, 12:48:12 PM
1: I would like an option in the tactical view contacts tab to allow the display of civilian contacts but toggle off all civilian contact text.
I would like to have the civilian contact pips illustrate shipping lines but the text information has little value and causes excess visual clutter. It would be nice if the text information for a specific fleet would still display if the view is centered on that fleet.


2: During slow conventional starts there is no way to increase your manufacturing base. I would like to be able to construct Conventional Industry, even if it is very inefficient and expensive.

Since Conventional Industry can be converted to TN facilities, it's cost should prevent using it to mitigate mineral crunches;

Full mineral cost                            Cost to upgrade from C.I.   Theoretical C.I. mineral cost
       
                                                                                                 50 Duranium
Construction factory: 60dur 60neu             10dur 10neu                50 Neutronium     
Fighter Factory:         120ven                     20ven                       100 Vendarite
Financial Center:       120corb                    20corb                      100 Corbomite
Fuel Refinery:            120bor                     20bor                       100 Boronide
Mine:                        120corr                    20corr                      100 Corrundium
Ordnance Factory:      120trit                     20trit                       100 Tritanium

Since the mineral cost is so high I would think the wealth cost should be 120, same as what it would cost to make one of the TN facilities.

3: I would really like a new button on the tactical screen. A "Back" button that will return the tactical view to the previously viewed system, or maybe back to the system that was being viewed when time was advanced. It could fit in the little space left by the tabs under the system selection drop-down.


Thanks for all the fun so far!
Title: Re: Suggestions Thread for v2.4.0
Post by: Ghostly on January 24, 2025, 02:45:09 PM
3: I would really like a new button on the tactical screen. A "Back" button that will return the tactical view to the previously viewed system, or maybe back to the system that was being viewed when time was advanced. It could fit in the little space left by the tabs under the system selection drop-down.

There's already a keybind (https://aurora2.pentarch.org/index.php?topic=11593.msg138749#msg138749) to focus on a previously centered location.
Title: Re: Suggestions Thread for v2.4.0
Post by: randakar on February 01, 2025, 12:31:25 PM

Suggestion: Show taskforces instead of ship names.

Over on the Paradox game forum Blue Emu is running an exhibition game of sorts and we're running into a bit of difficulty with the map display. To be precise, it gets a tad cluttered if there are a lot of different enemies on the map, making screenshots difficult to decipher.

https://forum.paradoxplaza.com/forum/threads/sirius-business-a-c-aurora-forum-game-v2-5.1621469/post-30151670

Some way to display groups of enemy ships and such as a single unit would help a lot.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on February 01, 2025, 12:40:13 PM

Suggestion: Show taskforces instead of ship names.

Over on the Paradox game forum Blue Emu is running an exhibition game of sorts and we're running into a bit of difficulty with the map display. To be precise, it gets a tad cluttered if there are a lot of different enemies on the map, making screenshots difficult to decipher.

https://forum.paradoxplaza.com/forum/threads/sirius-business-a-c-aurora-forum-game-v2-5.1621469/post-30151670

Some way to display groups of enemy ships and such as a single unit would help a lot.

There is an option in the tactical map settings for this. In the settings window on the left side of the tactical map view, on the Contacts tab, check "Group Contacts". This will group all enemy contacts that are the same (same position, same class, same sensor/shield status, same speed, etc.) into a single contact display which can help tone down the clutter considerably. This can still leave some clutter of, e.g., ships of the same class split into multiple entries based on sensor or shield emissions, but for large groups of forces it helps considerably.

I also suggest using the various options in the Display tab to tone down how much information is shown on-screen (which Emu is already doing in some cases, but I add as a reminder).
Title: Re: Suggestions Thread for v2.4.0
Post by: Froggiest1982 on February 03, 2025, 04:49:09 PM
I would lik to see discoverable planetary atmosphere so that colonization levels for colonizeable bodies appears only after survey.

In theory you get a general value XX.XX (Assuming temperature, atmo, and water value is for instance 0), and after survey you get the actual data which will result in the proper and correct details.

Function could be flagged at start. Something like: advanced exploration on or off.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on February 03, 2025, 10:12:12 PM
I would lik to see discoverable planetary atmosphere so that colonization levels for colonizeable bodies appears only after survey.

In theory you get a general value XX.XX (Assuming temperature, atmo, and water value is for instance 0), and after survey you get the actual data which will result in the proper and correct details.

Function could be flagged at start. Something like: advanced exploration on or off.

This would be interesting as an optional flag, among other reasons it would make the appearance of certain spoiler races more surprising.  ;D
Title: Re: Suggestions Thread for v2.4.0
Post by: Mark Yanning on February 04, 2025, 03:12:01 AM
I agree, this is much more realistic and it makes exploration more interesting. Nice idea
Title: Re: Suggestions Thread for v2.4.0
Post by: Andrew on February 04, 2025, 04:58:51 AM
I think it is very unrealistic but have no objections to options.
At the moment we can do spectographic analysis of the atmospheres of planets in other solar systems. With better space based telescopes and computers that will be easy to do, so any survey ship appearing in a system will be able to determine the atmosphere of all planets quickly without visiting them.
To be realistic we should know that atmosphere and size of planets in a system before visiting it. I see no reason or method to implement such a thing, however the current model of seeing the planet on arrival works.
There is an arguement that we should know if an alien homeworld is in a system on arrival as the emissions and effects on the planet are going to be detectable at interstellar ranges and the homeworld has probably been a large ondustrialised population for centuries. Of course I don't know that a xeno homelworld could be detected at interstellar ranges as we have not found one yet
Title: Re: Suggestions Thread for v2.4.0
Post by: Demetrious on February 04, 2025, 01:34:23 PM
I think it is very unrealistic but have no objections to options.
At the moment we can do spectographic analysis of the atmospheres of planets in other solar systems. With better space based telescopes and computers that will be easy to do, so any survey ship appearing in a system will be able to determine the atmosphere of all planets quickly without visiting them.

This. However, there are other options; the tolerances of possible NPR races could be widened a bit, with a diminishing probability as you approach the far ends of the scale, so while it's unlikely for advanced civilizations to arise on frozen worlds with oceans hidden beneath the ice, it's not impossible. Europa, ho! Similarly, ~certain spoilers~ of races who once existed long ago may well be orbiting planets who's conditions have changed over the millennia due to natural processes (ice ages on Earth for instance.)

Incidentally, the "emergence" behavior Steve's added for "advanced precursors" could be utilized for ice worlds like that (planets in appropriate temp ranges with a wide hydro extent and terrain type of "ice fields" or whatnot.) Entire pre-industrial civilizations hidden beneath the ice until you actually survey the planet. Or perhaps when their STO's light up your survey ship. ;D

EDIT: If I recall correctly very large spoiler ruins are more likely on more habitable worlds (greater reward, greater risk, naturally) but having a lower chance of very large ruins on otherwise unattractive terraforming targets/w lots of minerals would also be interesting as the in-situ infrastructure would greatly lessen the cost of exploitation. On the other hand, since ruins can't be damaged by orbital bombardment there's no attendant incentive to clear out the enemies "the hard way" to secure the goodies.
Title: Re: Suggestions Thread for v2.4.0
Post by: Froggiest1982 on February 05, 2025, 05:40:07 PM
I think it is very unrealistic but have no objections to options.
At the moment we can do spectographic analysis of the atmospheres of planets in other solar systems. With better space based telescopes and computers that will be easy to do, so any survey ship appearing in a system will be able to determine the atmosphere of all planets quickly without visiting them.
To be realistic we should know that atmosphere and size of planets in a system before visiting it. I see no reason or method to implement such a thing, however the current model of seeing the planet on arrival works.
There is an arguement that we should know if an alien homeworld is in a system on arrival as the emissions and effects on the planet are going to be detectable at interstellar ranges and the homeworld has probably been a large ondustrialised population for centuries. Of course I don't know that a xeno homelworld could be detected at interstellar ranges as we have not found one yet

Yes we can, however when we send probes we find different things and this is in our solar system, what is going to happen when we will be able to probe Alpha Centauri?

Not bringing water to my well, but again, just to remain in our solar system we still not entirely sure of several compositions in relation to life or water on Mars, and only now by having a rover on it and more advanced probes we are understanding the effective geology of the planet.

EDIT: Eventually , what I am seeking is not a realistic model but perhaps one where the gameplay would allow for more interesting and heroic exploration on a televised sci fi model instead of a NASA hard data driven one. Sorry if I haven't clarified that sooner :)
Title: Re: Suggestions Thread for v2.4.0
Post by: Andrew on February 05, 2025, 05:52:30 PM
Indeed we do not know about the details of Mars 6 billion years ago, that is somewhat different from knowing its atmospheric composition and Ice caps, amount of underground water is reasonably well known as well, If there has ever been liquid water or if occassional liquid water occures now we do not know I agree. However we do not have FTL sensors and also that is not what is being discussed. Correction we would not know about historical liquid water from telescopic observation or course the rovers have proved that billions of years ago there was .
We know the atmosphere and can have a decent guess about the amount of water on Exoplanets let alone planets in our solar system. We cannot measure the possible single celled life or such but frankly that does not matter at all and is not measured in Aurora at all, the native biosphere unless it has railguns does not effect colonisation. A change making the biosphere and how it interacts with other bisopheres might be interesting and would need planatery investigation to determine but that is not an issue here at all.
Although anything except microbes we could do a decent job of analysing at in system ranges and can even have a stab at interstellar detection, for instance we have a decent chance of detecting the signature of Chlorophyl in spectogrophy.
I think you are wrong , this does not matter. I am perfectly happy with adding an option called ;Spectographic incompetence or something to represent bad surveyors I just won't use it and think its silly
Title: Re: Suggestions Thread for v2.4.0
Post by: Demetrious on February 06, 2025, 01:56:38 PM
EDIT: Eventually , what I am seeking is not a realistic model but perhaps one where the gameplay would allow for more interesting and heroic exploration on a televised sci fi model instead of a NASA hard data driven one. Sorry if I haven't clarified that sooner :)

"I'd like more surprises" isn't a bad idea and given Steve's work with spoilers (first Raiders, then advanced Precursors) I don't think he'd disagree. There's more than one way to skin this cat...
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on February 06, 2025, 04:35:12 PM
I would lik to see discoverable planetary atmosphere so that colonization levels for colonizeable bodies appears only after survey.

In theory you get a general value XX.XX (Assuming temperature, atmo, and water value is for instance 0), and after survey you get the actual data which will result in the proper and correct details.

Function could be flagged at start. Something like: advanced exploration on or off.

I think the problem will be similar to that of checking every thermal contact. While this might be interesting the first few times, the tenth time, or the hundredth time might get a little tedious.

Right now, there are certain planet types (a combination of size, atmosphere and temp) that are more likely to have have spoilers that fire first and ask questions later. Therefore, you either approach them carefully, or send a probe, or maybe a scout shuttle. If you remove atmosphere information (for example), all that does is expand the number of planets where you have to be careful. So now, you either have the tedium of launching a lot more probes, or shuttles, or you risk losing an expensive survey ship because you can't be bothered with all the extra micromanagement. So then, rather than take that risk, you probably start using a swarm of less expensive survey ships to avoid too much of a loss in a single incident and interesting decisions are removed, because the mechanics are now sending you down an particular path.

Also, we can detect atmosphere right now at light years of distance, so it doesn't seem realistic to eliminate that information, when you can detect any kilometre-sized rock within a light year.

In v2.6, there are going to be more inhabited NPR bodies - due to the multi-system setup - so exploration will be more eventful anyway. I am certainly discovering that right now in my test campaign. I'll post an AAR when I get time.
Title: Re: Suggestions Thread for v2.4.0
Post by: Ghostly on March 15, 2025, 01:24:57 AM
I've recently ran into several situations where my beam fighters could not chase down an enemy ship because it was always one second ahead of them. I suspected it was due to the enemy ship having a higher Reaction rating than my No Officer fighters, and it has proven to be correct (screenshots attached, before and after giving the NPR ship's commander a 50% Reaction bonus in the DB), so we have an Achilles and the tortoise type of situation here.

Problem: it's near-impossible to produce enough officers to crew every fighter if you're using them heavily, let alone enough officers with a good Reaction bonus, nor would that be desirable, as beam fighters are meant to be disposable. This also means the Fighter Combat bonus is difficult to take advantage of.

Proposed solution: add an option to designate a fighter class as a Squadron Leader. This could be done either through a checkbox in the Class Design window available to fighters only, or through a fighter-sized (~10t) equivalent of the Flag Bridge command module (named something like Squadron Leader Equipment). A Squadron Leader fighter would transfer half of its commander's Reaction and Fighter Combat boni to the fighters in its fleet or sub-fleet. Such a fighter probably shouldn't increase the required rank of its commander, as the Squadron Leader rank is already equivalent to the ranks of Lieutenant Commander or Major.

While a Squadron Leader could buff its entire fleet same way Flag Bridge does, I see much more merit in it functioning similarly to Ground Commander boni, affecting its sub-fleet only with full efficiency up to a certain number of fighters (this could be a preset number, like 10 fighters in a squadron, a separate Squadron Size tech, or a parameter on a player-designed command module) with reduced effectiveness past that. This would incentivize the player to split his fighters into actual squadrons within each carrier rather than launching them in one big blob, which is something that's only currently beneficial for organizational purposes.

Alternatively (or perhaps, additionally) such functionality could be provided from the carrier, with the Reaction and Fighter Combat boni either added to the Primary Flight Control module (though I'm not sure how it would play with auto-assignments, as currently every additional Command & Control module affects a single bonus type) or onto new, separate modules. This would also be a good addition because currently Primary Flight Control is near-useless for beam fighters, affecting their refuel and resupply speed only, which is already measured in minutes if not seconds for such small vessels.
Title: Re: Suggestions Thread for v2.4.0
Post by: GenStone on March 15, 2025, 07:54:40 AM
First time posting!
Been here a few years on and off, pretty much always in the early-game. My friends and I play on 10% global research rate and it feels pretty good to us, or maybe we're all insane.
This means I have a lot of (bad, incompetent) experience with the early game techs you'd normally blitz past in all of your horrifyingly fast 100% global research rate runs. Having experienced a couple growing pains as a result of this, I have a few suggestions.

Missile Designer
Its a surprise tool that will help us later.

#1. Target Engine Size Multiplier
The current missile designer goes from 0.00-2.99. Then it changes to 3.0-3.1 all the way to 10, then changes again in increments of 0.5. In terms of UI, this is normally a good thing since you don't have to scroll through literally hundreds of options to get to higher numbers.
In the early-game "I need every single msp of available space to go into my engine" terms, everything past 2.99msp in engines is a numbers balancing nightmare since you're locked into 0.1 increments, then 0.5 increments.
Since Jump Engines got a face lift with target tons multipliers, I was hoping we could get something similar for missiles so people like me who eat pain for breakfast can delicately dump every single remaining MSP of the 7.335 tons of available space for this cluster missile submunition into the engines to maximize my early-game, abysmal chance to hit.
I definitely am not coping about having to drop from 32,000km/s to 24,000km/s and being unable to use the remaining 0.065msp for the engines. Not at all. Not one bit. No sir. I'd never.

#2. Second-Stage Placeholders
I happen to be a big fan of 2-stage missiles, from mines to 2-stage cruise missiles or cluster missiles. However, I also apparently suck at math and can't ever get my calculations right. Skill issue.
Part of the problem is that I have to design the second stage of the missile first, then design the platform that launches that second stage. So I have to make a missile, multiply its space taken by my intended submunition count, then use whatever space is left in the missile launcher to create the first stage - which I can only start doing after I've designed and then researched the second stage.
To make designing multi-stage missiles a little easier, I propose adding an option to the dropdown menu for a blank/placeholder submunition which would allow you to set a dummy missile size. In addition to the number of missiles, this would allow someone to conceive of their desired 2-stage missile from the first stage and easily identify how much space they have to work for the entire missile and importantly the second stage(s.)
Alternatively or additionally you could decouple the second stage from the design of the first stage missile. Its a little strange that my scientists have to research how to install the new missile into the exact same 4x cluster missile, but that would likely invoke some god of technical debt to come smite you.
This one is pretty much just my apparent inability to do math coupled with not realizing that certain active sensors values don't actually do anything and remove themselves, thus saving me space by accident.

#3. Last and definitely least.
You should probably load the separation range value in the "Load Previous" dropdown. I am routinely hit with dread that I accidentally forgot to change the separation range on a missile while reviewing it for upgrades, before remembering that it just defaults to 150k.

Magazines and how to read them
I don't know if I'm having another skill issue, if its a rounding or naming error, or if the number is based on something else entirely, but I'm consistently running into a calculation error with magazine capacity. My capacity 483 magazine should, according to my math, hold 12 size-40 missiles in it. In reality, or at least in my class designer ordnance&fighters tab, it holds 15. According to the class designer interface, my editor-named capacity 483 magazine has a magazine capacity of 603. And my 504 has a capacity of 654.
While I'm here, I find it a little strange that the magazine capacity of a ship isn't listed in the class designer's Ordnance&Fighters tab. Come to think of it, neither is hangar capacity? I wouldn't be surprised if this is another one of those historical pc settings skill issues, however.

Technology and History.
Can we get some easy access (or someone otherwise direct me to the existing easy access) historical technology records for our space empires? I spend an unnecessary amount of time (poorly and incompetently) documenting the research dates and prototypes of new technological innovations so I could, in theory, write up some big lore page in the distant future involving historical ships and when their specific components were designed and researched.
However, I find myself unable to remember to actually record the date when I make prototypes for new components and usually forget to record when the technology has actually been researched to completion as well. Events only goes so far back. This deprives me of (questionably) valuable information needed to write some obnoxious, low-quality lore I'm never going to use for anything meaningful, lol.
Maybe it could be put in the view technology tab? Maybe something similar for the base technologies as well? (e.g Base Jump Drive Efficiency 6)

I almost forgot!
Jump Drive Squadron Size 1-2
Feel free to ignore this one entirely, but my lizard brain parts keeps insisting that I build a jump-command ship and then make jumpless squaddies to "maximize" efficiency. I've thankfully ignored that urge in my latest game, but knowing that jump engines can move up to 3 ships by default and not exploiting that is causing me pain.
The way I see it, I'm already losing out by not creating jump drive-less variants to exploit the extra 2 free ships of transportation. May as well get like a 1% size efficiency bonus for having less than 3 squadron size, or even just a cost reduction. I'll even take pure vanity and loss of squadron function, lol.

Remove Prototype Button
Okay okay last thing, inelegantly. Can we get an easy remove prototype button? I've found myself creating a ton of quick on-the-spot "test" prototypes so I can block out a ship faster, but having a large wall of "test Beam Fire Control R48" or "test Beam Fire Control R128" spam covering up my completed research and prototypes components tabs gets a little annoying. Especially with future-prototypes that usually bug out and can't be researched when the prerequisite technology is actually unlocked. I can just click into the completed research tab and delete the techs, which works on game restart, but having a one-click solution in the class designer would also be nice.

Missile designer cope, check.
Magazine capacity cope, check.
my inability to remember-to-check-the-date-and-copy-some-numbers-into-a-notepad cope, check.
I-can't-be-bothered-to-make-optimized-jump-squadron-fleets-and-want-single-ship-jump-drives cope, check.
prototype-remove-button-plz cope, check.
I think that covers everything I can think of. Great game by the way.
I feel like I'm in school and got told to "highlight everything that's important" and ended up underlining everything. I'm going to press post before I find another hour's worth of things to type or edit in here.
Title: Re: Suggestions Thread for v2.4.0
Post by: Andrew on March 15, 2025, 08:49:34 AM


Magazines and how to read them
I don't know if I'm having another skill issue, if its a rounding or naming error, or if the number is based on something else entirely, but I'm consistently running into a calculation error with magazine capacity. My capacity 483 magazine should, according to my math, hold 12 size-40 missiles in it. In reality, or at least in my class designer ordnance&fighters tab, it holds 15. According to the class designer interface, my editor-named capacity 483 magazine has a magazine capacity of 603. And my 504 has a capacity of 654.
I have never had a problem with magazine capacities, however I can think of one thing which may be confusing you. for the ship with a size 483 magazine so you also have 3 size 40 missile launchers? as the magazine capacity includes 1 missile in each launcher plus those in storage
Title: Re: Suggestions Thread for v2.4.0
Post by: GenStone on March 15, 2025, 10:43:36 AM


Magazines and how to read them
I don't know if I'm having another skill issue, if its a rounding or naming error, or if the number is based on something else entirely, but I'm consistently running into a calculation error with magazine capacity. My capacity 483 magazine should, according to my math, hold 12 size-40 missiles in it. In reality, or at least in my class designer ordnance&fighters tab, it holds 15. According to the class designer interface, my editor-named capacity 483 magazine has a magazine capacity of 603. And my 504 has a capacity of 654.
I have never had a problem with magazine capacities, however I can think of one thing which may be confusing you. for the ship with a size 483 magazine so you also have 3 size 40 missile launchers? as the magazine capacity includes 1 missile in each launcher plus those in storage
You know what, that would do it. Still not used to games making sense. Also explains why the magazine was always conveniently a load's set higher and not skewed. Since I only have 2 magazines so far in this current run and since the Ordnance&Fighters tab doesn't list the capacity, (as well as an on-going intermittent skill issue regarding remembering where it lists the ship's capacity in the designer,) I wanted to bring it up just in case. Good to know I was right and it is a skill issue.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on March 15, 2025, 12:55:32 PM
I almost forgot!
Jump Drive Squadron Size 1-2
Feel free to ignore this one entirely, but my lizard brain parts keeps insisting that I build a jump-command ship and then make jumpless squaddies to "maximize" efficiency. I've thankfully ignored that urge in my latest game, but knowing that jump engines can move up to 3 ships by default and not exploiting that is causing me pain.
The way I see it, I'm already losing out by not creating jump drive-less variants to exploit the extra 2 free ships of transportation. May as well get like a 1% size efficiency bonus for having less than 3 squadron size, or even just a cost reduction. I'll even take pure vanity and loss of squadron function, lol.

With the recent changes to jump drive sizing, this would be a nice addition. Have Jump Squadron Size 3 (or is it 4 now?) also unlock the lower numbers with a corresponding cost reduction. Since the squadron size factor is now only a cost multiplier (not a size multiplier also), this should be pretty simple to do and would make settings where, e.g., each individual ship is hyper-capable a bit easier to do (although the recent changes already made this much easier already).
Title: Re: Suggestions Thread for v2.4.0
Post by: GenStone on March 16, 2025, 07:10:10 PM
While I desperately attempt to find labs to put into turrets to build orbital and station defenses I've been laying active minefields all throughout my colonial territories. Early mines were pretty bad and later mines sacrificed systems that were probably important, but my latest mines have finally proven to me that missiles/mines could be a little bit better.

I've attempted to attach the screenshot of my latest mine vs fleet engagement but I can't preview it and I have no idea how to reference it here so we'll see if it works.
I have size 30 4x cluster mines I've been spamming out while while trying to research turrets to build STO defenses and orbital defense platforms to protect fuel stations with.
There are a couple problems at work

#1. Static single-target selection in a fleet setting.
When a fleet of multiple identically-sized targets of the same class enters range, every mine will fire at the top-most target, overkilling then self-destructing because even with retarget capability, they won't seek out new targets. Assuming the attached image posts, yes it is a 48,000 ton ship with 2x800 tons of escorts, but in a previous incident against 2 of the exact same ship I had the exact same problem where the mines targeted the very first ship exclusively.
#2. Retarget Capability only applies to the initial target.
Lets say that, oh I don't know, 160 submunition missiles with 9 warhead damage absolutely annihilate a 48,000 ton ship but it still has 2x1000 ton of escorts. Since I can't randomize the second-stage-separation range, and since I can't randomize a 1kkms speed difference to prevent every single missile from hitting at the same time, I can't really test or take advantage of retarget capability to kill multiple ships in a fleet.
Designing 5 separate mines to deploy at 5 separate ranges to "hopefully" test this is out of my 10% global research rate reach and would require me to set the production of 5 separate mines continuously just to sustain it.
I also tried going into the active salvos tab to see if I could retarget from there, but it only listed the first stage of the mines. Doesn't appear to be a feature anyways so oh well.
Having played Masters Of Orion 2 recently and knowing that Dauntless Guidance System is a thing, I was hoping retarget capability would act like that and not just a missed second-chance system. I want dauntless guidance system in aurora, lmao.

I can understand having to replace an entire minefield for every fleet and how that could be annoying with trickle-fed 1000 ton starships eating huge mine volleys, but not being able to destroy a fleet with an adequately or over-sized minefield because of factors outside of my control is a little disappointing.

Maybe if I could deploy the mines in an area of an orbit instead of always in the exact same spot? I've also had similar issues trying to create and utilize missile geosurvey probes, since I can't target a planet without a ground contact.
Say I want to survey a habitable world I've found but don't trust it to not have STOs or a garrison fleet, I want to fire a probe at it. Without a ground contact, I have no real means to target the planet to fire a missile. Since I can't target the planet, I have to use launch ready ordnance - which just puts the ship in orbit again and only deploys the "launch" stage of the probe and not the active buoy. Is there a way to launch these missile-based probes at planets or am I just out of luck?

I started out with survey ships equipped with radar buoys and mines, and have been working to transition to a missile fleet garrison over my colonial territories. I'd use guns but my 10% global research rate has demanded I pick a weapon system and stick to it until its capable of killing things, then make another. At least until I have more labs to allocate.
Since the raids started before they were ready, I've been relying on the mines for defenses. Instead I get to watch oversized mines kill single targets while being forced to spend instant build points on new missile ships equipped with more mines to prevent the loss of the starbases or colonies, which do not have the infrastructure to maintain an orbital military or supply it with ammo.
10% global research rate games are fun lol. It would help if I built up my ordnance production but I neglected to, so even with the ships I have I can't garrison due to a lack of ammo to even supply them with. I knew building the fuel collection starbases this "early" was a mistake lol.
Title: Re: Suggestions Thread for v2.4.0
Post by: Garfunkel on March 16, 2025, 08:11:46 PM
Your mine-missiles need active sensors to look for new targets.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on March 16, 2025, 08:38:48 PM
#1. Static single-target selection in a fleet setting.
When a fleet of multiple identically-sized targets of the same class enters range, every mine will fire at the top-most target, overkilling then self-destructing because even with retarget capability, they won't seek out new targets. Assuming the attached image posts, yes it is a 48,000 ton ship with 2x800 tons of escorts, but in a previous incident against 2 of the exact same ship I had the exact same problem where the mines targeted the very first ship exclusively.

Mines and for that matter any missiles that rely on sensors really, really should select targets randomly within whatever rules they work with. There's no fluff reason why all mines or missiles go after the exact same target when there are multiple identical ones on their sensors, it's purely a game mechanical issue where the "top" target is selected instead of randomly selecting from all "identical" targets.

I'd love to see a weighted random targeting chance (e.g., 67% chance of targeting the size-200 contact, 33% chance of targeting the size-100 contact), but I'd settle for simply splitting the fire between identical targets.
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Zax on March 16, 2025, 09:10:24 PM
I thought mines were still broken.
Title: Re: Suggestions Thread for v2.4.0
Post by: nakorkren on March 16, 2025, 10:29:33 PM
I'll second that recommendation: please make mines select targets randomly within some criteria, rather than always on the same target.

This would enhance utility of mines (i.e. make them actually relevant), create a strategic benefit to defense, make "space geography" actually matter in some way beyond "which side of the jump point am I on", etc.

To forestall the inevitable protest, yes, doing so would be highly likely to upset the general balance of combat in some way. We can either try to predict it, or playtest it, and I know which way would be more fun :)
Title: Re: Suggestions Thread for v2.4.0
Post by: GenStone on March 17, 2025, 12:39:59 AM
Your mine-missiles need active sensors to look for new targets.
Missile Size: 7.27 MSP  (18.175 Tons)     Warhead: 9.0    Radiation Damage: 9.0
Speed: 24,072 km/s     Fuel: 150     Flight Time: 85 seconds     Range: 2,046,078 km
Active Sensor Strength: 0.2   EM Sensitivity Modifier: 8
Resolution: 20    Maximum Range vs 1000 ton object (or larger): 1,937,141 km
Decoys: 1 ECM-1     ECCM-1     ATG: 25%     Retarget Capable
Cost Per Missile: 8.745     Development Cost: 467
Chance to Hit: 1k km/s 300.9%   3k km/s 100.3%   5k km/s 60.2%   10k km/s 30.1%

Materials Required
Corbomite  1.05
Tritanium  2.25
Boronide  2.3075
Uridium  0.95
Gallicite  2.1875
Fuel:  150

Missile Size: 29.74 MSP  (74.350 Tons)     Warhead: 0    Radiation Damage: 0
Speed: 0 km/s     Fuel: 600     1st Stage Flight Time: 1 seconds    1st Stage Range: 0k km
2nd Stage Flight Time: 85 seconds    2nd Stage Range: 2,046.1k km
Active Sensor Strength: 0.2   EM Sensitivity Modifier: 8
Resolution: 20    Maximum Range vs 1000 ton object (or larger): 1,937,141 km
ECCM-1     
Cost Per Missile: 35.350     Development Cost: 940
Second Stage: NSP STK-II R20-1.93m/2m-24kk/85s-Wh9-D1RTC x4
Second Stage Separation Range: 1,850,000 km
Chance to Hit: 1k km/s 0%   3k km/s 0%   5k km/s 0%   10k km/s 0%

Materials Required
Corbomite  4.25
Tritanium  9.00
Boronide  9.3500
Uridium  4.00
Gallicite  8.7500
Fuel:  600

(I don't actually know where the button to copy missile stats is, so I loaded up the missile on load previous and then corrected the ECM-2 to ECM-1 and the Second Stage Separation to 1.85m)
But yeah, I have sensors. I have retarget capability.

I thought mines were still broken.
Launch Ready Ordnance placed mines seem to work as long as the first stage has no engine. I tried making a 2-stage geosurvey probe to fire at habitable worlds to avoid STO fire on occupied planets but I couldn't target the planet to fire at with MFCs. Tried to deploy the probe anyways and it just permanently deployed the first "Deployment" stage of the probe which never timed out to deploy the second stage, so I just deleted the salvo. And then the probes. I regret wasting the time to develop them and I regret the time wasted building and loading them into my scouts, since they're actually useless.
You need sensors on the mine-host and the mine-missile, so I just copied the sensor and ECCM value exactly.
The problem with them is the god-awful target acquisition and the overkill potential - I understand intellectually that a terrible 1,000 ton scout craft can trigger my entire minefield and run away/die horribly, but watching a fleet of 3-7 ships approach a planet with a big minefield on it and all 160 missiles pop on a single target and then self-destruct, hurts. I did a recount of the damage reports - there are only 80 missiles listed in the damage reports section, which means that the other half of missile salvo, 80 entire unused missiles, self-terminated with retarget capabilities and valid targets

I do not claim to know the impact on game balance changes to this would have, but missiles are already a mixed-bag. They cannot provide a sustained static defense since the fleet has to return and rearm or be shipped more munitions actively. I decided to try out mines specifically to counter fast raids while I develop the technology to build real defense stations and the infrastructure to support and repair them, however the above situation has proven that they do not work. As jump point defenses, they clearly will not work either since the same scenario will occur. Ship arrives, eats every single mine on the jump point, the next ship arrives.

Edit: I shouldn't need to, but I'm going to add retarget capability to the first-stage mine "launch" platform and test that. Again, I shouldn't need to do this since the first stage shouldn't be actively telling mines with seekers where to go, but it is theoretically possible I need retarget on both. If I do, please change it so I don't need to, lol.
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on March 17, 2025, 03:41:47 AM
#1. Static single-target selection in a fleet setting.
When a fleet of multiple identically-sized targets of the same class enters range, every mine will fire at the top-most target, overkilling then self-destructing because even with retarget capability, they won't seek out new targets. Assuming the attached image posts, yes it is a 48,000 ton ship with 2x800 tons of escorts, but in a previous incident against 2 of the exact same ship I had the exact same problem where the mines targeted the very first ship exclusively.

Mines and for that matter any missiles that rely on sensors really, really should select targets randomly within whatever rules they work with. There's no fluff reason why all mines or missiles go after the exact same target when there are multiple identical ones on their sensors, it's purely a game mechanical issue where the "top" target is selected instead of randomly selecting from all "identical" targets.

I'd love to see a weighted random targeting chance (e.g., 67% chance of targeting the size-200 contact, 33% chance of targeting the size-100 contact), but I'd settle for simply splitting the fire between identical targets.

Missiles currently select the nearest target, but they are probably also targeting the oldest contact if more than one target is at the same distance.

Randomizing is no problem, but how should salvo target detection handle distance and size?  Should it be closest targets weighted by size, or any target within range weighted by size, or maybe targets weighted by size and range?

Bear in mind that too much dispersion will make the missiles less effective, especially against shielded targets.
Title: Re: Suggestions Thread for v2.4.0
Post by: skoormit on March 17, 2025, 02:31:15 PM
Any target in range, weighted by size.
Title: Re: Suggestions Thread for v2.4.0
Post by: Ghostly on March 17, 2025, 03:56:22 PM
Missile target distribution would be nice, but it would still necessitate incrementally placed minefields because even if an enemy fleet passing through a jump point would get targeted evenly, a single ship passing through would still trigger every mine in range. A Target Size Threshold input in the missile designer governing the minimum target size per missile allocated during sensor-based targeting, similar to the Decoy Threshold setting for ship decoys we have now, would fix this. Additionally, a threshold setting would also benefit any MFC set to point defence, as currently the only way to prevent your ships from wasting AMMs on tiny salvoes is to unassign them manually every time.

Speaking of mines (and buoys), will the AI be able to handle them in 2.6.0? My Swarms that I'm containing with mines currently either rush their survey ships into the same minefield or keep them at a jump point in range of my buoys, seemingly stuck and endlessly passive. In both cases I'd love to see them attempt a recon in force, maybe provide escorts to ships heading into areas where missiles were encountered, even if no ship contacts were detected?
Title: Re: Suggestions Thread for v2.4.0
Post by: MarineAres on March 17, 2025, 05:42:07 PM
Your mine-missiles need active sensors to look for new targets.
Launch Ready Ordnance placed mines seem to work as long as the first stage has no engine. I tried making a 2-stage geosurvey probe to fire at habitable worlds to avoid STO fire on occupied planets but I couldn't target the planet to fire at with MFCs. Tried to deploy the probe anyways and it just permanently deployed the first "Deployment" stage of the probe which never timed out to deploy the second stage, so I just deleted the salvo. And then the probes. I regret wasting the time to develop them and I regret the time wasted building and loading them into my scouts, since they're actually useless

You need a waypoint on the planet to fire survey drones. They should hover around the waypoint. I can't remember exactly how to construct them, i.e. if you need to have a two-stage or not, but I'm reasonably sure a one-stage wouldn't work. Someone else here should have a better idea.

Title: Re: Suggestions Thread for v2.4.0
Post by: nakorkren on March 17, 2025, 10:34:35 PM
#1. Static single-target selection in a fleet setting.
When a fleet of multiple identically-sized targets of the same class enters range, every mine will fire at the top-most target, overkilling then self-destructing because even with retarget capability, they won't seek out new targets. Assuming the attached image posts, yes it is a 48,000 ton ship with 2x800 tons of escorts, but in a previous incident against 2 of the exact same ship I had the exact same problem where the mines targeted the very first ship exclusively.

Mines and for that matter any missiles that rely on sensors really, really should select targets randomly within whatever rules they work with. There's no fluff reason why all mines or missiles go after the exact same target when there are multiple identical ones on their sensors, it's purely a game mechanical issue where the "top" target is selected instead of randomly selecting from all "identical" targets.

I'd love to see a weighted random targeting chance (e.g., 67% chance of targeting the size-200 contact, 33% chance of targeting the size-100 contact), but I'd settle for simply splitting the fire between identical targets.

Missiles currently select the nearest target, but they are probably also targeting the oldest contact if more than one target is at the same distance.

Randomizing is no problem, but how should salvo target detection handle distance and size?  Should it be closest targets weighted by size, or any target within range weighted by size, or maybe targets weighted by size and range?

Bear in mind that too much dispersion will make the missiles less effective, especially against shielded targets.


I'd suggest keeping it simple and just having each missile that can see one or more targets calculate a % chance of attacking each target as that target's hull size / sum of visible targets hull size. That way:
1. You don't get overkill unless you can overkill everything
2. It handles the case of lots of small targets well.
3. If you get underkill, you either did some damage to most ships, or you didn't really have enough of a mine field to do that much damage anyway.
4. It does better in the case of one or two large targets and a bunch of small targets, in that it doesn't over-assign to the small targets like 1/count(targets) would.

I did look at some more complicated approaches. The other one that seemed to produce decent results was starting with the (smallest or largest) target and assigning missiles up to a specified number of warhead points per target hull size, then moving to the next (smallest/largest) target. That could be set as a design parameter of mines, which would allow you to adjust how much over/underkill to perform at time of design.

If we're able to set mine design parameters, it would be nice to have the option to attach or ignore commercial ships, or maybe just set a speed range for things the mine will target.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on March 18, 2025, 12:44:31 AM
#1. Static single-target selection in a fleet setting.
When a fleet of multiple identically-sized targets of the same class enters range, every mine will fire at the top-most target, overkilling then self-destructing because even with retarget capability, they won't seek out new targets. Assuming the attached image posts, yes it is a 48,000 ton ship with 2x800 tons of escorts, but in a previous incident against 2 of the exact same ship I had the exact same problem where the mines targeted the very first ship exclusively.

Mines and for that matter any missiles that rely on sensors really, really should select targets randomly within whatever rules they work with. There's no fluff reason why all mines or missiles go after the exact same target when there are multiple identical ones on their sensors, it's purely a game mechanical issue where the "top" target is selected instead of randomly selecting from all "identical" targets.

I'd love to see a weighted random targeting chance (e.g., 67% chance of targeting the size-200 contact, 33% chance of targeting the size-100 contact), but I'd settle for simply splitting the fire between identical targets.

Missiles currently select the nearest target, but they are probably also targeting the oldest contact if more than one target is at the same distance.

Randomizing is no problem, but how should salvo target detection handle distance and size?  Should it be closest targets weighted by size, or any target within range weighted by size, or maybe targets weighted by size and range?

Bear in mind that too much dispersion will make the missiles less effective, especially against shielded targets.

I would make the minimal change: missiles target by the same rules they do now (i.e., largest and closest signature of the given type), they simply will choose randomly from a list of targets that are identical under this criteria. This way, missiles with target acquisition sensors function almost exactly as they do now, but are not artificially nerfed by an arbitrary bookkeeping mechanic (which ship is "on top" in memory).
Title: Re: Suggestions Thread for v2.4.0
Post by: welchbloke on March 18, 2025, 06:54:32 AM
#1. Static single-target selection in a fleet setting.
When a fleet of multiple identically-sized targets of the same class enters range, every mine will fire at the top-most target, overkilling then self-destructing because even with retarget capability, they won't seek out new targets. Assuming the attached image posts, yes it is a 48,000 ton ship with 2x800 tons of escorts, but in a previous incident against 2 of the exact same ship I had the exact same problem where the mines targeted the very first ship exclusively.

Mines and for that matter any missiles that rely on sensors really, really should select targets randomly within whatever rules they work with. There's no fluff reason why all mines or missiles go after the exact same target when there are multiple identical ones on their sensors, it's purely a game mechanical issue where the "top" target is selected instead of randomly selecting from all "identical" targets.

I'd love to see a weighted random targeting chance (e.g., 67% chance of targeting the size-200 contact, 33% chance of targeting the size-100 contact), but I'd settle for simply splitting the fire between identical targets.

Missiles currently select the nearest target, but they are probably also targeting the oldest contact if more than one target is at the same distance.

Randomizing is no problem, but how should salvo target detection handle distance and size?  Should it be closest targets weighted by size, or any target within range weighted by size, or maybe targets weighted by size and range?

Bear in mind that too much dispersion will make the missiles less effective, especially against shielded targets.

I would make the minimal change: missiles target by the same rules they do now (i.e., largest and closest signature of the given type), they simply will choose randomly from a list of targets that are identical under this criteria. This way, missiles with target acquisition sensors function almost exactly as they do now, but are not artificially nerfed by an arbitrary bookkeeping mechanic (which ship is "on top" in memory).

That would work for me as well. Experienced this recently - I placed a significant number of captor mines in a pattern around a JP. some of them should have taken more than 5s to reach a target as it appeared. I designed the mines with ASMs that had active sensors and could reacquire another target after the first one was killed. Still lost them all in a single 5s pulse to kill one 35k warship as 136 enemy ships transitted through the JP :(

If there was an option for Steve to spend more time on coding the mechanic, I would suggest the option to set a lower limit on target active sensor size so that smaller ships could be ignored (this might add some interesting options for using cloaking tech to reduce active sensor hull size). I would also use this infinite coding capacity (TM) to create a Minefield Controller Module that could be added to warships/bases to enable them to remotely trigger clusters of mines, but keep the random selection of targets. I think it would be too much of balance breaker to allow this notional controller module to nominate targets for mines. I know this suggestion is similar to a Starfire 3rd Ed technology option, but it does seem that in a world of trans-newtonian mechanics there would be sufficiently advanced autonomous (or otherwise) targetting systems to allow mines to be at least partially controlled.

Just my 2p for what it's worth

Welchbloke
Title: Re: Suggestions Thread for v2.4.0
Post by: WA Lancer on March 20, 2025, 02:00:17 AM
I saw a thread from 2021 about it but i'll ask anyway.

Can we be allowed to assign anyone above the ship commander rank to a flag bridge slot? Or minimum effort idea, anyone to the slot?

Its kinda a bummer when I have 30 ships in a fleet and the highest rank dudes are all the same rank. The characters above that low flag bridge slot level are no longer ever in danger in fleet engagements if they are only in admin slots. I do love reading their service history and see their ship got shot out from under them and they survived. Would be epic to see that on a Vice Admiral as he was commanding a fleet.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on March 20, 2025, 08:36:08 AM
I saw a thread from 2021 about it but i'll ask anyway.

Can we be allowed to assign anyone above the ship commander rank to a flag bridge slot? Or minimum effort idea, anyone to the slot?

Its kinda a bummer when I have 30 ships in a fleet and the highest rank dudes are all the same rank. The characters above that low flag bridge slot level are no longer ever in danger in fleet engagements if they are only in admin slots. I do love reading their service history and see their ship got shot out from under them and they survived. Would be epic to see that on a Vice Admiral as he was commanding a fleet.

I have previously suggested than flag bridges should function as radius-zero (i.e., single-system) naval admin command nodes, which solves that issue as well as the fact that the current +Reaction bonus is borderline useless and doesn't work at all for, e.g., carrier fleets relying on fighter strikes.
Title: Re: Suggestions Thread for v2.4.0
Post by: Kaiser on March 20, 2025, 08:53:54 AM
Looking at the current Russian-Ukrainian war I though what about we add a new building, power plants:

1) They could be of a different type with different energy output.
2) This addition would require a rework of existent building to add energy requirement to each of them.
3) Connected to previous points, I would like to have the possibility to missile-target specific building on the planet surface, it would add a lot of tactical to space bombardment and the AI should also be instructed to seek building bombardment (power plant preferred) in some cases to undermine the enemy logistic before invasion.
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on March 20, 2025, 12:45:47 PM
Looking at the current Russian-Ukrainian war I though what about we add a new building, power plants:

1) They could be of a different type with different energy output.
2) This addition would require a rework of existent building to add energy requirement to each of them.
3) Connected to previous points, I would like to have the possibility to missile-target specific building on the planet surface, it would add a lot of tactical to space bombardment and the AI should also be instructed to seek building bombardment (power plant preferred) in some cases to undermine the enemy logistic before invasion.

I have thought about some form of colony power system for a while. It would become a new type of resource provided by a variety of sources and a lack of power would function in a similar way to a lack of workers. Nuclear power stations would be the standard, with options for Hydropower on planets with mountains and a decent hydrosphere, geothermal on planets with high tectonics, etc. Maybe even solar collector stations that beam power from closer to the star.

The main question is whether the addition of this extra layer would add interesting decisions or just extra colony management.
Title: Re: Suggestions Thread for v2.4.0
Post by: Kaiser on March 20, 2025, 01:06:18 PM
Looking at the current Russian-Ukrainian war I though what about we add a new building, power plants:

1) They could be of a different type with different energy output.
2) This addition would require a rework of existent building to add energy requirement to each of them.
3) Connected to previous points, I would like to have the possibility to missile-target specific building on the planet surface, it would add a lot of tactical to space bombardment and the AI should also be instructed to seek building bombardment (power plant preferred) in some cases to undermine the enemy logistic before invasion.

I have thought about some form of colony power system for a while. It would become a new type of resource provided by a variety of sources and a lack of power would function in a similar way to a lack of workers. Nuclear power stations would be the standard, with options for Hydropower on planets with mountains and a decent hydrosphere, geothermal on planets with high tectonics, etc. Maybe even solar collector stations that beam power from closer to the star.

The main question is whether the addition of this extra layer would add interesting decisions or just extra colony management.

That's why I added the third point, if you manage to implement an AI capable to decide when a strategic bombardment to power plants (or other buildings) is necessary (and capable to carry it) and put the other players in a logistical difficulty, then the whole story change and it won't be just another colony building. I imagine also that STOs will gain much more importance.
Title: Re: Suggestions Thread for v2.4.0
Post by: LuuBluum on March 20, 2025, 01:32:44 PM
And maybe at that point it'd sufficiently motivate a rework of ground support fighters as well. "Strategic bombing targets" and whatnot.
Title: Re: Suggestions Thread for v2.4.0
Post by: JustAnotherDude on March 20, 2025, 07:20:00 PM
I think that a basic issue with Aurora invasions is that it's very one note, in that there are really only three things you can attack on a colony: it's population, it's ground troops and its shipyards. Shipyards are sort of separate issue because they can be attacked from space or by STOs. The electricity idea is interesting because it could offer a way to attrit a colony's ability to function and defend itself from the ground (or air!) without having to land troops or kill a couple tens of millions of people.

Maybe a mechanic where planets have some kind of ground unit capacity that can be increased by relatively inexpensive "transport infrastructure," or "garrison infrastructure," which requires electricity. When the electricity shuts off, troops over that cap experience "disorganization" or whatever other term is most appropriate, which makes them less effective. This would both make stacking huge ground forces on a planet by both players and NPRs less practical and give a vector of attack that isn't just spending more minerals then the other guy, which is essentially the current ground dynamic (with the notable exception of the terrain bonuses, the recent changes to which are really nice.)

If incorporated, as others say, into a CAS fighter rework that would allow selecting specific installation types to target, this could create some very interesting situations. Say you have 3 NPRs you're neighboring. Two are at war with you and another is likely to join in. A raid using light carriers on the third would make a lot of sense in this situation, the space superiority fighters destroying shipyards and isolated warships and your atmospheric craft crippling the electrical infrastructure, which hampers the NPR's ability to rebuild. You wouldn't have to commit huge amounts of ground troops or drop a couple hundred nukes and make it not worth conquering later.  Not only that, but with the ability to target installation types you could also blow up ground force construction facilities to stop a buildup, or the mines on a mining colony, so on and so forth.  The decision space increases a lot.

I also think that having multiple types of electricity sources with different use-cases and drawbacks, upkeep requirements etc would be really interesting on it's own merits, and a solid opportunity to use the existing reactor techs more then they currently are. Making the decision between, say, a sorium power plant that needs minerals but is cheap as opposed to a fusion reactor or solar arrays with less upkeep seems like it could be a relatively simple but compelling addition.

P.S, while on the subject of ground combat I think heavy and long range artillery should degrade the fortification rating of any unit they hit. Would give them a much stronger use case.
Title: Re: Suggestions Thread for v2.4.0
Post by: xenoscepter on March 20, 2025, 07:52:48 PM
I would like the option to leave some Ground Unit modules empty. Everything Medium and up can take up to two modules, but I'd like to have the option to leave one or more empty.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on March 20, 2025, 09:42:28 PM
I would like the option to leave some Ground Unit modules empty. Everything Medium and up can take up to two modules, but I'd like to have the option to leave one or more empty.

Seconded for roleplay purposes.

This is an easy enough DB change to add to your homegrown mod, simply adding a component that does and weighs nothing should work.
Title: Re: Suggestions Thread for v2.4.0
Post by: KriegsMeister on March 20, 2025, 11:17:23 PM
Some other ideas for the implementation of powerplants

- Both installations and population should require powerplants. Installations are kinda given, but population adds another layer of depth on growing your numbers besides just CC/infrastructure requirements. Not having enough power could be another factor in raising unrest.
- They could be a significant wealth sink, as it stands now once you get into the mid game with a significant number of Financial Centers and profitable civilian transports you practically have infinite wealth. Give power stations a reasonable upkeep cost and now you'll have to decide if you can manage to operate another 1000 mines/factories if you cant afford to build enough power plants to keep those facilities lights on. Can even go deeper into the wealth department by adding more influence on raising and lowering taxes on populations if need be at the risk of more unrest.
- Could introduce Planetary Shield installations that require crap tons of power.
- Different kinds of power sources that could give dynamic levels of power based on the planetary conditions. Solar output depends on star type and proximity, solar arrays would be more efficient on Mercury rather than Pluto, or around an A-class star rather than an M-class. Geothermal would be dependent on tectonics with maybe a possible multiplier/penalty for tidal friction if the body is/has a moon or tidally locked. Wind gets more efficient with thicker atmospheres and is useless without one. Bio/Fossil fuels that are more efficient with different planetary terrains, forests jungles and swamps being more productive over chaparral or prairie.
- You shouldn't be able to ship power from colony to colony, each individual planet/moon would require developing its own internal power infrastructure. However they don't need to have their own internal wealth to operate the power stations, utilizing the entire race funds. The efficiency of each power source on a given body should be displayed on the system window and colony tab to aid planning and decision making.
Title: Re: Suggestions Thread for v2.4.0
Post by: kks on March 21, 2025, 02:40:08 AM
You could assume that power generation is integrated in the colonies installations like construction plants or infrastructure. This kind of makes sense as the power production is propably not concentrated in a few places and could be abstracted into the more relevant installations (for game purposes).

Then you could add a new order for air wings to target specific industries/targets (Infrastructure, Fabrication, Logistics(currently GU construction facilites), SEAD(?), CAS, etc.). Alternatively it could for example be a dropdown "focus" in the combat window.

That way you can't easily disable a whole colony but you can target specific enemy capabilties you want to hamper.

This approach also has a few points which imho could buff aircraft: You can use them in a more strategic role and more concentrated. Currently, they are just not worth it, because they are much more expensive(building and fielding) than some ground troops and fulfill basically the same role. However, if you can use them to focus on specific enemy targets, they get a new role ground units do not have. Second: They can be used as a concentrated strike force. (Heavy or Medium) AA is currently much cheaper than aircraft, but if you give the attacker the opportunity to concentrate its air strikes it allows them to compensate for that a little bit: The attacker can plan its point of attack while the defender has to spread its defenses to cover all the installations. Maybe heavy AA could provide general air cover but be made more vulnerable to SEAD missions or more expensive. Medium AA batteries could then be assigned to specific installation types the defender deems most valuable. Light AA would probably remain in its role to provide its unit with AA-CAS cover. If you want, you could also differantiate bomber pods into CAS-capable and strategic, the latter which are more resitant against light AA but worse against ground troops?
It also would give fighters/interceptors an advantage, as they can then be used to counter air attacks more flexible.

Edit: Of course, this suggestion is still entirely compatible with the power plant idea, I now see... :p
Title: Re: Suggestions Thread for v2.4.0
Post by: TMaekler on March 21, 2025, 04:30:13 AM
Is there a way to do a dummy research project for roleplay purposes? if not, how about a set of dummy research projects that cover the most common number of RPs, that once researched are not removed but remain in the research options to be dummy-researched again.

The idea is to add research of sub-components - as mentioned before for roleplay purposes.
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on March 21, 2025, 05:45:11 AM
Regarding precise targeting of different installations, there is already a way to identify general and specific installations types using ELINT. So it seems reasonable that more directed targeting could be used against whatever was discovered via ELINT.

One point to consider with the various power-related suggestions, is that if something on those lines is added, it will also be something the AI has to manage.
Title: Re: Suggestions Thread for v2.4.0
Post by: Kaiser on March 21, 2025, 06:01:40 AM
Regarding precise targeting of different installations, there is already a way to identify general and specific installations types using ELINT. So it seems reasonable that more directed targeting could be used against whatever was discovered via ELINT.

One point to consider with the various power-related suggestions, is that if something on those lines is added, it will also be something the AI has to manage.

Of course the AI should manage it as the human player would do, energy is the base of everything so I guess like every nations in history since the industrial revolution (but even before), the AI should prioritizes the construction of at least sufficient power output to keep its world installations running and every time the power requirement became bigger than the production, another power plant should be put in production.

Easy to say, for sure hard to implement  :)
Title: Re: Suggestions Thread for v2.4.0
Post by: Coleslaw on March 21, 2025, 08:41:15 AM
What if Infrastructure could be used as a stand-in for things like power plants? As it currently stands, infrastructure is technically entirely unnecessary on colony cost zero planets, but what if every planet had a minimum of 1 colony cost? That way, colonies don’t just grow by themselves into perpetuity, you’ll have to undergo infrastructural projects in order to expand a planet’s capacity  to support people (directly)  and industry (indirectly.) Since this would greatly increase the requirement for infrastructure, you could halve the current infrastructure cost, or replace half of the cost with some other mineral, i.e., mercassium perhaps? In my opinion, this seems like the least “intrusive” way of modeling the whole power suggestion.
Title: Re: Suggestions Thread for v2.4.0
Post by: JustAnotherDude on March 21, 2025, 09:03:21 AM
Maybe you could keep it relatively simple, with two types of ground-based electrical (fusion, sorium, plus a weaker conventional) and a single space-based electrical (solar). The A.I starts with enough ground based plants to cover it's requirements on all it's colonies +20% or so, and will always produce or request from other colonies to try to stay above that 20% threshold, or it can add the total power drain of all requested and proudcing facilities on the colonies to it's requirement to avoid inefficiencies. The type of plant it prefers can be random, or even just pick one on a first pass implementation. Colonies would uses solar power only if the power potential per panel is over a certain threshold, with the chance of that happening increasing as the potential goes higher and higher. That seems like it might be relatively painless to make the A.I manage it competently, because you are always building up to a capacity instead of something more abstract.
Title: Re: Suggestions Thread for v2.4.0
Post by: KriegsMeister on March 21, 2025, 09:24:53 AM
One point to consider with the various power-related suggestions, is that if something on those lines is added, it will also be something the AI has to manage.
I think it might be alright to let the AI cheat a bit here like they do when their ships run out of fuel. They should still attempt to build enough power stations for their colonies but should probably ignore an penalties if they don't have enough facilities, or if they don't have enough wealth to operate them. The player can fix it if/when they conquer the colony.
Title: Re: Suggestions Thread for v2.4.0
Post by: Kaiser on March 21, 2025, 09:30:19 AM
I do not understand how you guys can play games with AI cheating, especially 4X and strategic games in general, for me it is very frustrating knowing that despite all my efforts the AI can simply stab me from behind because it can do that and me not, what's the sense?

I think that it is always better a limited but fair AI that all these no-sense cheats.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on March 21, 2025, 09:52:11 AM
I will offer a contrary opinion and say I don't see any interesting gameplay from adding power plants that offsets the added micro. I see most people are talking about different types of power but there is not much being said about what interesting gameplay decisions they will add.

One person mentioned adding decision-making for strategic bombardment. That could be interesting in principle, but (1) we don't currently have such a mechanic so we would need to add one and of course it should allow general targeting of specific installations and not be unique to power plants, and (2) I'm not sure it adds much in practice since usually the goal is to take the planet and get the surviving installations as loot, I'm not sure strategic bombardment is done in Aurora except for exterminatus reasons.

The one idea I can see being interesting is not having multiple types, but rather having only the nuclear type and having it consume sorium as fuel. This could add a new mineral use for sorium and make it interesting to mine more than incidentally (since most fuel in practice comes from gas giants). However, I'm not sure this is worth the additional micro.
Title: Re: Suggestions Thread for v2.4.0
Post by: Kaiser on March 21, 2025, 10:10:01 AM
I will offer a contrary opinion and say I don't see any interesting gameplay from adding power plants that offsets the added micro. I see most people are talking about different types of power but there is not much being said about what interesting gameplay decisions they will add.

One person mentioned adding decision-making for strategic bombardment. That could be interesting in principle, but (1) we don't currently have such a mechanic so we would need to add one and of course it should allow general targeting of specific installations and not be unique to power plants, and (2) I'm not sure it adds much in practice since usually the goal is to take the planet and get the surviving installations as loot, I'm not sure strategic bombardment is done in Aurora except for exterminatus reasons.

The one idea I can see being interesting is not having multiple types, but rather having only the nuclear type and having it consume sorium as fuel. This could add a new mineral use for sorium and make it interesting to mine more than incidentally (since most fuel in practice comes from gas giants). However, I'm not sure this is worth the additional micro.

As previously said, adding power plant alone it will be just another building, interesting but just another building.
If instead, the power plants are meant to power all the other buildings AND the infrastructure targeting is a thing, than it became a game play change.

Imagine that alien shipyard, mines, ground facilities, missile factories are all powered by power plants, then it can became relevant strategic bombardment from the player to halt enemy production.

The same of course must be for the human player with the AI choosing to bombard your facilities and put you in real difficulty, your home world is currently quite safe as long as you have enough STOs as the enemy cannot bombard you from the distance and play an attrition war.

As said, I imagine all this requires an extensive modifications, but it is worth to think about.
Title: Re: Suggestions Thread for v2.4.0
Post by: Ghostly on March 21, 2025, 10:36:36 AM
Indeed, power plants will only be beneficial as part of a vast rework of the entire population management aspect of the game, that's something that cannot be just tacked on.

Adding a power system will simply give the AI another strategic-level mechanic that it could potentially fumble and neuter itself, all while it already can do so (and has done so in my run) in several other ways, such as being unable to handle crippling mineral shortages, getting their fleets stuck, failing to identify dangerous systems (https://aurora2.pentarch.org/index.php?topic=13404.msg172203#msg172203), not producing ships or installations (https://aurora2.pentarch.org/index.php?topic=13464.msg173026#msg173026) or just terraforming their homeworld into extinction (might be fixed in 2.6.0?) (https://aurora2.pentarch.org/index.php?topic=13464.msg172724#msg172724).

I would much rather see the AI gain a better grasp of existing logistical challenges before complicating things even further, lest the rift between the player and NPR capabilities grow even larger.
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on March 21, 2025, 11:09:10 AM
I will offer a contrary opinion and say I don't see any interesting gameplay from adding power plants that offsets the added micro. I see most people are talking about different types of power but there is not much being said about what interesting gameplay decisions they will add.

One person mentioned adding decision-making for strategic bombardment. That could be interesting in principle, but (1) we don't currently have such a mechanic so we would need to add one and of course it should allow general targeting of specific installations and not be unique to power plants, and (2) I'm not sure it adds much in practice since usually the goal is to take the planet and get the surviving installations as loot, I'm not sure strategic bombardment is done in Aurora except for exterminatus reasons.

The one idea I can see being interesting is not having multiple types, but rather having only the nuclear type and having it consume sorium as fuel. This could add a new mineral use for sorium and make it interesting to mine more than incidentally (since most fuel in practice comes from gas giants). However, I'm not sure this is worth the additional micro.

Yes, the above is the exact reason why power is not already in the game. It will take a lot of effort to add, especially in relation to the AI, and I am not yet convinced it would add a commensurate amount of interesting decisions - especially in comparison to other additions with a similar amount of work.

Also on my 'significant work' list are things like Eldar Craftworlds, a variety of Star Trek 'monsters' from SFB, gas giant dwelling aliens, random events (solar flares, major earthquakes and volcanic eruptions, disruption of planetary orbits, etc.), disease and biological warfare, reworking orbit-to-ground warfare, etc.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on March 21, 2025, 03:39:21 PM
As previously said, adding power plant alone it will be just another building, interesting but just another building.
If instead, the power plants are meant to power all the other buildings AND the infrastructure targeting is a thing, than it became a game play change.

Imagine that alien shipyard, mines, ground facilities, missile factories are all powered by power plants, then it can became relevant strategic bombardment from the player to halt enemy production.

The same of course must be for the human player with the AI choosing to bombard your facilities and put you in real difficulty, your home world is currently quite safe as long as you have enough STOs as the enemy cannot bombard you from the distance and play an attrition war.

As said, I imagine all this requires an extensive modifications, but it is worth to think about.

I'm steadfastly unpersuaded that "strategic bombardment" is a good enough reason to add power plants. On one hand, I don't think the reality of planetary invasion gameplay in Aurora fits the idea of strategic bombardment of power supplies, or for that matter targeted strategic bombardment in general. On the other hand, I don't see the value added in forcing players to deal with the micromanagement of power plants when the only benefit the player gets for their hard work is offering the opponent a target for strategic bombardment (never mind that the NPR rarely is competent enough to earn such an opportunity, nor that the NPRs which earn such opportunities tend to be aggressive enough to simply take the planet outright or commence with exterminatus post-haste).

Meanwhile, the only gameplay impacts I'm seeing are: resource sinks (= slower gameplay) and additional colony micromanagement (yet another installation type must be produced and shipped to frontier worlds with quantities continually monitored). I don't see any avenues to rewarding the player for doing all this extra work. Adding a positive bonus multiplier to, say, production would require rebalancing the entire game economy around that bonus (with the probable result that the "baseline" without power plants is reduced, which is unpalatable), whereas the proposed negative modifier for insufficient power brings us back to slowing down the game (and we already have options to do so, whereas forcing a slowdown is not desirable). I would make an analogy to the oft-repeated request for more complicated sensor mechanics that amount to doing more work for the same information, which Steve has repeatedly shot down for the same reasons.

Furthermore, there's no interesting economic decisions being made by the player - power is simply something you must do to get full production. At best you have different types of power plants such as hydro plants in mountainous terrain, but that simply introduces an obvious optimum rather than a real decision to make. By contrast, I would point out that the current installation mechanics present a set of interesting decisions as part of the core gameplay loop, both decisions of kind (e.g., which kind of factory do I need? Which kind of mine? Which kind of shipyard?) and decisions of opportunity cost (e.g., dedicating more production to factories means less production is available for mines or shipyards). It is a simple yet effective set of mechanics leading to every player having their own tendencies and every new campaign having a different 'build order'.

In my view, if power plants will be added to the game it must be because they add interesting decisions to the core gameplay loop, not because they will make a nice, juicy target. I believe Steve's posts reflect a similar sentiment.
Title: Re: Suggestions Thread for v2.4.0
Post by: Andrew on March 21, 2025, 05:01:19 PM


Imagine that alien shipyard, mines, ground facilities, missile factories are all powered by power plants, then it can became relevant strategic bombardment from the player to halt enemy production.

If you get control of space around a major colony long enough for some sort of fancy long range bombardment, you can either neutralise the STO's and invade or bombard the planet enough to wreck it totally.
If you just want to cripple their economy you can blow up the shipyard.  I really cannot see any good reason or game play benefit from adding another fiddly little detail to increase micromanagment for the player and casue the AI to cripple itself
Title: Re: Suggestions Thread for v2.4.0
Post by: boolybooly on March 21, 2025, 06:16:27 PM
Monsters sound like fun!
Title: Re: Suggestions Thread for v2.4.0
Post by: Louella on March 22, 2025, 09:08:08 AM
Furthermore, there's no interesting economic decisions being made by the player - power is simply something you must do to get full production. At best you have different types of power plants such as hydro plants in mountainous terrain, but that simply introduces an obvious optimum rather than a real decision to make. By contrast, I would point out that the current installation mechanics present a set of interesting decisions as part of the core gameplay loop, both decisions of kind (e.g., which kind of factory do I need? Which kind of mine? Which kind of shipyard?) and decisions of opportunity cost (e.g., dedicating more production to factories means less production is available for mines or shipyards). It is a simple yet effective set of mechanics leading to every player having their own tendencies and every new campaign having a different 'build order'.

In my view, if power plants will be added to the game it must be because they add interesting decisions to the core gameplay loop, not because they will make a nice, juicy target. I believe Steve's posts reflect a similar sentiment.

For interesting decisions, I think it'd be best to step back and look at planets as a whole.

Consider the planetary terrain. Does the player really care if the terrain is tundra, grassland, prairie, steppe, subarctic, cold steppe ? Not really. They have the same fortification and to-hit bonuses. There is no reason for the player to be concerned, as long as the planet is CC0.

Steve has made some moves towards interesting decisions on how to develop planets, with the upcoming mechanism where planets with terrain types affect the costs of training ground forces with terrain abilities - i.e. ground forces with "desert warfare" capability are cheaper to train on desert planets, than on grassland planets.

So lets look at the planetary terrain some more.

What would be the economic difference between a planet that is grassland, compared to a planet that is tundra ? My opinion would be that a grassland planet would have a much higher agricultural value, which would translate into fewer population required in the agricultural sector, and more people available as workforce for industry. Theory behind that is being able to farm on a greater scale, and less effort needed to maintain the farmland in a productive state - tundra requiring subsurface heating to allow ploughing etc.

Now that would mean that terraforming to tundragrassland would be optimal for industry (for more workers). But would it ? Tundra planets are cooler, which means it's easier for thermal power plants such as coal/gas/oil/nuclear to cool their exhaust steam, making them more efficient. Which would translate into fewer thermal powerplants needed to power heavy industry.

Which means that despite a lower industrial workforce proportion on a tundra planet, the tundra planet might be a better choice for developing heavy industry on. Or developing particular heavy industries on. A grassland planet might be a better choice for light industry, and might have more production of trade goods (but not everyone plays with trade goods & civilian shipping on).

Another factor to consider for economic output would be the cost of planetary transportation. Mountainous, jungle, or rift valley planets might have higher transportation costs because of the difficulty in building railways. Planets with more hydrosphere might have lower transportation costs because more can be moved by (sea) ships, than by rails. Planets with dense atmospheres might have different transportation costs due to being able to build effective lighter-than-air freight airships.

Geological activity would also have an effect on a planets economy - it would favour geothermal power, and might make mining more productive by exposing new seams, but earthquakes and the like would make it more expensive to operate other industries.

So what does this all mean ?

It means that the player then has decisions to make about how to develop the planets they have available, decisions on what kind of biosphere they want to terraform a planet to, what industries they want to develop, and so on.

On the question of any additional infrastructure, I think it is useful to consider the effects that planetary governors have - appointing a different governor magically makes a planet 50% better at shipbuilding ? without any additional industrial construction necessary ? With that precedent, I don't know that implementing industrial infrastructure would be necessary. The effects of power plant efficiency and of planetary logistics could be modelled with just modifiers to outputs.

On the other hand, industrial infrastructure as something that can be built, is needed, and can be transported by civilian shipping lines, just like population infrastructure is, makes protection of shipping lines from raiders more of a priority. This gives the player more things to do, and disruption of enemy merchant shipping is then a higher priority, and allows a bit more in economic warfare.


So... with a bit more effects on population productivity (and morale ?) from terrain types, and effects on industrial productivities, there are then more decisions to be made on how to develop the planets, what industries to put on them, and how to develop them militarily.

Biosphere type - affects agricultural productivity i.e. the proportion of population required for agriculture - more productive planets have higher morale due to wider food diversity, but may be more vulnerable to radiation damage.

Biosphere type - also affects industrial productivity - the efficiency of power plants and transportation - jungles are harder to build things on, tundra have more efficient powerplants

Distance from star - affects industrial productivity - cheap solar power close to the star, more dependence on thermal plants further from star. Some biospheres would be more productive in some industries further from the star, whereas the same biosphere closer to the star would have more productivity from other industries.

Geological activity - affects industrial productivity - more maintenance due to earthquakes reduces most industry output, higher mining output due to minerals being more exposed

Industry types would have different productivities - Shipbuilding would be energy intensive, but not concerned with planetary transportation (Abstract - a shipyard would have plenty of surface-to-orbit transport facilities inherent in its nature, to move workforce and materials). Other manufacturing would have different needs - ordnance and fighter factories would probably require more transport due to their complex manufacturing processes (Abstract - a fighter factory is a network of smaller systems factories, engines, sensors, weapons etc, making transportation more of a concern), compared to construction factories (Abstract - construction factories are larger integrated facilities).

All these things could be represented by modifiers to output, rather than requiring infrastructure to be built.

And it might not be possible to optimise for everything simultaneously, thereby making decisions on how to develop planets more interesting.
Title: Re: Suggestions Thread for v2.4.0
Post by: paolot on March 22, 2025, 01:47:03 PM
Thanks Louella!
Really good post.
If I think to my current game, with shortage of Uridium and Corundium all around the Galaxy, your suggestions would make growth and expansion even more difficult... and thrilling and fascinating.  :)
Title: Re: Suggestions Thread for v2.4.0
Post by: paolot on March 22, 2025, 02:43:22 PM
Speaking of new infrastructures.
In the game, there isn't a Planetary Government building (apart the Sector Command building).
We assign Governors and Administrators, but they haven't a site from where they rule a colony.
It could benefit construction, shipbuilding, mining, wealth creation and civilian taxes, security, education, somehow research, and somehow diplomacy. Just few percentage. And generate some workplaces for the people.
I think it should be present from the beginning in the home planet (this needs a Government!). But we could improve and enlarge it. And we need a new one in each colony.
Title: Re: Suggestions Thread for v2.4.0
Post by: Garfunkel on March 22, 2025, 10:47:55 PM
I would prefer to have a System Command building instead. Or both if possible. Currently we have colony administrators and sector administrators but the middle level is missing. It would be both nice for RP and to have another use for administrators, many of whom remain unemployed.

So basically we could have
1. Planetary governor (Planetary Command building)
2. System governor (System Command building)
3. Sector governor (Sector Command building)

This would also allow for 2 new techs, so the Sector Command tech could have 3 levels, the first being 1000 RP for Planetary, second 5000 RP for System and third for 10,000 RP for Sector.
Title: Re: Suggestions Thread for v2.4.0
Post by: TMaekler on March 23, 2025, 03:00:10 AM
Could we get a distance circle marker for waypoints? Something that draws a circle at x mkm distance from a waypoint marker? Would be a nice helper tool to remind yourself keeping certain ships within certain distances to objects.
Title: Re: Suggestions Thread for v2.4.0
Post by: Ghostly on March 23, 2025, 02:17:17 PM
Could we get a distance circle marker for waypoints? Something that draws a circle at x mkm distance from a waypoint marker? Would be a nice helper tool to remind yourself keeping certain ships within certain distances to objects.

Can't support this enough, combat feels incomplete without being able to slather the map in circles and lines. Circles would also make placing buoy/mine fields much easier and semi-permanent lines would make intercepting lost contacts whose routes are known much more straightforward, currently one can use the distance measurement tool to check how close does an arbitrarily placed waypoint lie to a known route, but it requires several iterations to get right.

Implementation suggestions: both line and circle can be checkboxes on the Waypoint tab, to support creation of temporary/named/etc circles/lines, non-mutually exclusive, as having both checked would make a circle with a line as its radius. Can be activated by holding down shift, same way the distance measurement tool can be combined with waypoint creation right now. Can (and probably should) include the line's length/bearing and the circle's radius in its name and also allow snapping waypoints to any point on the shape.

While both shapes could also be valid targets for ship orders, with a ship ordered to such a target heading for its nearest point, I don't think that'd be too much of a dealbreaker and this could be omitted as long as waypoint snapping is available.

Attached: beautiful inspiration :)
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Zax on March 24, 2025, 12:26:57 AM
When do we get intel from interrogating prisoners from lifepods in 2.5?
When we pick up the pods, or when we land the prisoners on a colony?

Is it different in 2.5.1?

Is it GOING to be different in 2.6?
Title: Re: Suggestions Thread for v2.4.0
Post by: Ghostly on March 24, 2025, 12:35:04 AM
When do we get intel from interrogating prisoners from lifepods in 2.5?
When we pick up the pods, or when we land the prisoners on a colony?

Is it different in 2.5.1?

Is it GOING to be different in 2.6?

Assuming you meant to post in the questions thread. You get intel points upon picking up the pods in 2.5/2.5.1, and will get them after interrogating prisoners at a suitable colony in 2.6.0. https://aurora2.pentarch.org/index.php?topic=13463.msg171766#msg171766 (https://aurora2.pentarch.org/index.php?topic=13463.msg171766#msg171766)
Title: Re: Suggestions Thread for v2.4.0
Post by: TMaekler on March 24, 2025, 04:27:18 AM
Playing with an idea here:

A fun  ;D addition would be variable firing range distances. Once the firing distance of a gun has been explored, you position yourself outside that range and nag away at the enemies defences.

At a quite high cost of maintenance and/or energy wouldn't it be fun if a gun emplacement on a planet could temporarily extend its weapon range to get a surprising counter volley into your occupying ships? Should definitely extremely costly to do that, but fun for some role-play events, if we can find a reasonable mechanic to realise this.
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Zax on March 24, 2025, 12:54:33 PM
When do we get intel from interrogating prisoners from lifepods in 2.5?
When we pick up the pods, or when we land the prisoners on a colony?

Is it different in 2.5.1?

Is it GOING to be different in 2.6?

Assuming you meant to post in the questions thread. You get intel points upon picking up the pods in 2.5/2.5.1, and will get them after interrogating prisoners at a suitable colony in 2.6.0. https://aurora2.pentarch.org/index.php?topic=13463.msg171766#msg171766 (https://aurora2.pentarch.org/index.php?topic=13463.msg171766#msg171766)

Oops I posted in the wrong thread, thank you for your answer.
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on March 25, 2025, 03:40:06 AM
Playing with an idea here:

A fun  ;D addition would be variable firing range distances. Once the firing distance of a gun has been explored, you position yourself outside that range and nag away at the enemies defences.

At a quite high cost of maintenance and/or energy wouldn't it be fun if a gun emplacement on a planet could temporarily extend its weapon range to get a surprising counter volley into your occupying ships? Should definitely extremely costly to do that, but fun for some role-play events, if we can find a reasonable mechanic to realise this.

In Starfire, one race had bomb-pumped lasers, with the bomb detonating in a containment chamber inside their ships. It made the low-tech weapon powerful, with the downside that containment occasionally failed and blew up the ship. Maybe I could add something on these lines.
Title: Re: Suggestions Thread for v2.4.0
Post by: Andrew on March 25, 2025, 10:13:42 AM
Perhaps something like the Lensman 'Primary Beams' which originated from burning out a standard energy projector in one blast and was very destructive, later books featuring cartridges of sandard energy projectors which burned out with every shot and were then replaced
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on March 25, 2025, 11:15:05 AM
Perhaps something like the Lensman 'Primary Beams' which originated from burning out a standard energy projector in one blast and was very destructive, later books featuring cartridges of sandard energy projectors which burned out with every shot and were then replaced

In fact, maybe a variety of modifications to weapons that increase their failure rates. Rather than current or immediate fails, there could be a range in between. One example might be an overloaded capacitor that improves rate of fire at the expense of higher failure. Or researching 20cm Carronades also provides a 'primitive 25cm' with a much higher failure rate. Unstable particle beams that have higher power but may explode, etc. Not something that is economically sustainable for general use, but useful in an emergency when outclassed.
Title: Re: Suggestions Thread for v2.4.0
Post by: Tavik Toth on March 25, 2025, 01:28:15 PM
Also sounds a good way to RP experiment/prototype weapons and the like
Title: Re: Suggestions Thread for v2.4.0
Post by: Panopticon on March 25, 2025, 03:31:22 PM
Yeah that all sounds pretty sweet.
Title: Re: Suggestions Thread for v2.4.0
Post by: Lindi on April 06, 2025, 11:56:53 AM
An idea that seems simple to me is to have an option in the fleets so that the order doesn't mean a pause/stop game advance when finished.

For "Orders Completed" with a case box or new order, for example, "do not warn me when finished."
Title: Re: Suggestions Thread for v2.4.0
Post by: xenoscepter on April 06, 2025, 10:42:25 PM
 --- Option to change "berthing quality". I know life support is largely abstracted, but the option to allow us to have crew quarters take up less space for any given deployment time in exchange for diminished performance would be flavourful. Likewise, allowing them to take up more space for a bonus to performance, as the opposite tact. Gives some nice RP to different ships. Maybe corvettes are cramped ass vessels because they really aren't meant for long term habitation while cruisers very much are.

 --- A nice dovetail would be to allow that malus to tick down to zero when on shore leave, so ships that spend a lot of time in port by design (system defense ships, etc.) won't be as badly affected.

 --- Obivously, fightercraft already have a greatly reduced crew need, so while this might be beneficial in some cases for them, they should still have to allocated a minimum of 1 Crew Quarters Fighter for both sanity's sake and to prevent potential null errors.
Title: Re: Suggestions Thread for v2.4.0
Post by: David_H_Roarings on April 07, 2025, 04:39:51 PM
An idea that seems simple to me is to have an option in the fleets so that the order doesn't mean a pause/stop game advance when finished.

For "Orders Completed" with a case box or new order, for example, "do not warn me when finished."

This would be particularly useful with fuel harvesters
Title: Re: Suggestions Thread for v2.4.0
Post by: Blacklight on April 11, 2025, 03:45:15 AM
Was thinking about this earlier today, have you ever thought about adding some kind of Jump blocker like what Stellaris has? a planet based installation that stops ships from jumping through any JP except the one they came through? Or maybe making it so they risk taking damage when jumping? Could also make it so it only affects non stabilised JP's. Would allow people to build fortress worlds which's sole purpose is to blockade a system and prevent hostile ships from penetrating further into your space without either glassing the planet or landing troops to flush out what you've got entrenched.

Could also be fun then to make it a rare precursor spawn, forcing players to deal with the precursors before they could continue exploration down that arm of the galaxy.
It'd have to be a fairly high tech building, but would allow for some fun RP runs, a fun precursor obstacle and also good ruin loot.
Title: Re: Suggestions Thread for v2.4.0
Post by: skoormit on April 20, 2025, 08:09:08 AM
I humbly suggest that every version released from now on should have a default start date equal to the release date of that version.
Title: Re: Suggestions Thread for v2.4.0
Post by: paolot on April 25, 2025, 10:04:33 AM
In the Intel window, when a ship class is selected, and some ships are marked as destroyed, is it possible to continue to show the systems where those ships were (apart the wreck marks in the galactic map)? I can think to go and salvage them later, and their location is useful to remember of them.
Moreover, if I salvaged some of them, could these ones be marked somehow (let's say, using an asterisk or adding an "(s)" near the ship in the Intel window)? This mark should be valid only for the ships salvaged by me, as I don't know if a NPR did it, so adding a factor of uncertainty in perfoming these operations in systems controlled by an ostile NPR (I need to survey the system in anticipation, before mounting a mission).
Title: Re: Suggestions Thread for v2.4.0
Post by: Ghostly on April 28, 2025, 01:46:08 AM
I suggest that all diplomacy-related events that currently run once per construction increment (trespassing, diplomatic ships, establishing communications) should be triggered every increment, perhaps with the same cutoff as standing orders (3h+), with a diplomatic score adjustment based on time spent maintaining contact, or on increment length, whatever is more feasible.

As far as I understand, this shouldn't be too performance-taxing (only checking for current contact is necessary for all three), but that would be definitely worth it given how it's currently possible to intrude into alien territory without consequences, or fail to inform an NPR of your claims on the system, as long as the offending ship is outside detection range when the construction phase ends. This also means it's technically possible to enter an NPR home system and land troops on their homeworld before war is even declared. I was going to suggest that NPRs issue a harsher diplomatic response upon their colonies getting approached, however I see you've already considered the possibilities here (https://aurora2.pentarch.org/index.php?topic=8495.msg119432#msg119432) and decided against it. I understand the concerns associated with player ships accidentally passing near a xeno colony, however approaching an alien homeworld is something that really doesn't happen by accident short of neglected geosurvey ships, so it wouldn't be far fetched to say that a NPR detecting 10kt+ of alien ships within 10mkm of their homeworld should result in an instant declaration of war.

Additionally, I would suggest that interrogating POWs of a race whose language has yet to be translated would trigger alien communication events instead of contributing to the intel score with a 80% malus. This could be restricted to the races with whom communication attempts are already underway (which are currently on by default, and can't be cancelled, maybe clicking the "Communicate" button in the Intel window again should cease the attempts?). I'm not sure whether it makes more sense for it to happen upon lifepod pickup or during proper interrogation in a naval headquarters - in any case, defeating an entire NPR's navy and capturing thousands of prisoners without ever having learned their language was certainly a peculiar experience!

I would also suggest that conducting an autopsy on an alien species would add said species to the empire's Race Information window with a population of 0, complete with full species data and an ability to create colonies for said species. This way one wouldn't have to resort to DB editing after boarding an alien colony fleet with a million colonists yet nowhere to unload them. In a similar vein, actually adding class designs for boarded alien ships into the Class Summary section of the Intel window would be very welcome, as currently one needs to switch between two windows to assess the capabilities of an enemy fleet where some classes have been boarded before.

In the Intel window, when a ship class is selected, and some ships are marked as destroyed, is it possible to continue to show the systems where those ships were (apart the wreck marks in the galactic map)? I can think to go and salvage them later, and their location is useful to remember of them.
Moreover, if I salvaged some of them, could these ones be marked somehow (let's say, using an asterisk or adding an "(s)" near the ship in the Intel window)? This mark should be valid only for the ships salvaged by me, as I don't know if a NPR did it, so adding a factor of uncertainty in perfoming these operations in systems controlled by an ostile NPR (I need to survey the system in anticipation, before mounting a mission).

I admit it's not the same, but you can double-click any ship in that list to focus the game on its last known location, even if it's long been destroyed or even salvaged.
Title: Re: Suggestions Thread for v2.4.0
Post by: paolot on April 29, 2025, 07:02:04 PM
...
I admit it's not the same, but you can double-click any ship in that list to focus the game on its last known location, even if it's long been destroyed or even salvaged.

Thank you Ghostly.
Never thought about double clicking.
For ships salvaged by the player, I hope for the mark sometime.
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on May 01, 2025, 07:41:27 AM
In the Intel window, when a ship class is selected, and some ships are marked as destroyed, is it possible to continue to show the systems where those ships were (apart the wreck marks in the galactic map)? I can think to go and salvage them later, and their location is useful to remember of them.
Moreover, if I salvaged some of them, could these ones be marked somehow (let's say, using an asterisk or adding an "(s)" near the ship in the Intel window)? This mark should be valid only for the ships salvaged by me, as I don't know if a NPR did it, so adding a factor of uncertainty in perfoming these operations in systems controlled by an ostile NPR (I need to survey the system in anticipation, before mounting a mission).

Added for v2.6. The 'destroyed' text is moved to the right-hand column and the system of destruction is now included in the centre column. If a particular ship is salvaged by the viewing race, there will be an (s) next to the 'destroyed' text.
Title: Re: Suggestions Thread for v2.4.0
Post by: David_H_Roarings on May 10, 2025, 09:40:23 AM
Suggestion on orbital miners: can the orbital miner be made to put the mined minerals into internal cargo holds instead of onto a colony on the body it is mining; and a standing order where if cargo is full unload at a colony with either a cargo station or spaceport?
Title: Re: Suggestions Thread for v2.4.0
Post by: Kristover on May 10, 2025, 11:36:58 AM
I would like to request the addition of an in game notepad. For those of us who are really into the RP story generation of Aurora, I have always wanted the ability to attach a note to individual ships, commanders, ground formations, and especially colonies so I could add story/details to them to flesh out my world. To a degree I already this by switching windows to word/excel but I find that process to be cumbersome, immersion breaking, and easy to mix up. Having the ability to put notes on entities which seems like it might be an easy thing to do might enhance the enjoyment for those of us who are really into the RP and might also assist others in note keeping.
Title: Re: Suggestions Thread for v2.4.0
Post by: paolot on May 10, 2025, 11:38:35 AM
Suggestion on orbital miners: can the orbital miner be made to put the mined minerals into internal cargo holds instead of onto a colony on the body it is mining; and a standing order where if cargo is full unload at a colony with either a cargo station or spaceport?

I think not many players would use the possibility you propose.
It can add another layer of possibility and of role playing; but the way it is now, it is more efficient.
Because the orbital miners can spend their time only mining, and can save extra space for cargo and for an engine.
So, they can be build using less materials and a bit faster, don't need to go to a colony and unload the minerals, and a tug can deploy them near the body to mine.
Even more, cargo ships can anyway go and load minerals directly from the orbit, as the small bodies don't need a cargo shuttle station. But, a mass driver on the body can save cargo ships to go (and save fuel).
Title: Re: Suggestions Thread for v2.4.0
Post by: David_H_Roarings on May 10, 2025, 01:52:04 PM

I think not many players would use the possibility you propose.
It can add another layer of possibility and of role playing; but the way it is now, it is more efficient.
Because the orbital miners can spend their time only mining, and can save extra space for cargo and for an engine.
So, they can be build using less materials and a bit faster, don't need to go to a colony and unload the minerals, and a tug can deploy them near the body to mine.
Even more, cargo ships can anyway go and load minerals directly from the orbit, as the small bodies don't need a cargo shuttle station. But, a mass driver on the body can save cargo ships to go (and save fuel).

While what I propose may technically be less efficient it would cut out a lot of the micromanagement involved in mining asteroids/small bodies. Maybe having it set up to where if it has the cargo hold it puts it in there but without the cargo hold it drops it on the colony it is orbiting? That way the player has choice of which way they want to do it.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on May 10, 2025, 02:14:36 PM
I've never tried this with an OM, but doesn't the Load All Minerals Until Full order basically do this? An OM mines just by being in orbit of a body, so I would think having that order active wouldn't interfere with the mining part of its job.

Combine that with an order to unload at the hub world and then fly back to whichever comet or asteroid it's mining, and either cycle orders or repeat however many times it would take to mine out that body (or mine to low enough levels that accessibility is no longer worth it).
Title: Re: Suggestions Thread for v2.4.0
Post by: David_H_Roarings on May 10, 2025, 02:44:58 PM
I've never tried this with an OM, but doesn't the Load All Minerals Until Full order basically do this? An OM mines just by being in orbit of a body, so I would think having that order active wouldn't interfere with the mining part of its job.

Combine that with an order to unload at the hub world and then fly back to whichever comet or asteroid it's mining, and either cycle orders or repeat however many times it would take to mine out that body (or mine to low enough levels that accessibility is no longer worth it).

with the standing order 'Move to Asteroid Mineral Source' what I proposed would allow you to set up an orbital miner that automatically does this without having to manually set up the repetitive orders or mark the body as a colony, and doesn't require you to periodically check to make sure they are actually mining something.

Edit: it would also work well with the 'Salvage Nearest Wreak' standing order
Title: Re: Suggestions Thread for v2.4.0
Post by: paolot on May 10, 2025, 05:08:25 PM
While what I propose may technically be less efficient it would cut out a lot of the micromanagement involved in mining asteroids/small bodies.
...

A mass driver (MD) on the body requires no management at all.
You mark the body as a colony 1 time for all. Then send the simplest OMs using a tug.
You bring the MD on the body, and that's all. You only need to recover them (OMs and MDs), and use somewhere else, when minerals are ended.
I can't see any micromanagement.

I'm not saying I don't want your proposal be implemented.
But the work to code it in the game seems to me it could be too long, for the new approaches it could give to the game.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on May 10, 2025, 07:02:39 PM
with the standing order 'Move to Asteroid Mineral Source' what I proposed would allow you to set up an orbital miner that automatically does this without having to manually set up the repetitive orders or mark the body as a colony, and doesn't require you to periodically check to make sure they are actually mining something.

I don't think a standing order for this would be as useful as it sounds. The issue is that automating orbital mining means the miners have to use some logic to select targets. Orbital miners are no use if they ignore useful resources to go pull up 25,000 tons of tritanium, for instance. I think most players would rather assign orbital miners to specific bodies than suffer from random selection, and any logic that is implemented will be sure to satisfy no one (except maybe Steve, but that is a big maybe).

There is also the question of whether this is the type of "micromanagement" that needs to be removed, which I don't think it is. Making decisions about where to send orbital miners is part of the core strategic gameplay of Aurora, so a standing order like this has the downside of removing interesting gameplay for the sake of expedience, which has never been Aurora's design philosophy.

So overall I think having the normal orders which can be repeated or cycled is sufficient as it is, and no change of this type is needed. I can see why some people might want that change, but I don't think that rationale is compelling for Aurora.
Title: Re: Suggestions Thread for v2.4.0
Post by: David_H_Roarings on May 10, 2025, 08:53:18 PM

I don't think a standing order for this would be as useful as it sounds. The issue is that automating orbital mining means the miners have to use some logic to select targets. Orbital miners are no use if they ignore useful resources to go pull up 25,000 tons of tritanium, for instance. I think most players would rather assign orbital miners to specific bodies than suffer from random selection, and any logic that is implemented will be sure to satisfy no one (except maybe Steve, but that is a big maybe).

There is also the question of whether this is the type of "micromanagement" that needs to be removed, which I don't think it is. Making decisions about where to send orbital miners is part of the core strategic gameplay of Aurora, so a standing order like this has the downside of removing interesting gameplay for the sake of expedience, which has never been Aurora's design philosophy.

So overall I think having the normal orders which can be repeated or cycled is sufficient as it is, and no change of this type is needed. I can see why some people might want that change, but I don't think that rationale is compelling for Aurora.

the standing order for moving to an asteroid with minerals is already in game and last i checked it moves to an asteroid with the highest total yield(all the accessibility values added together), so the only additions would be putting the mined minerals into the cargo hold if present and a conditional order to check for a full cargo hold and to empty the cargo hold at a suitable place
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on May 11, 2025, 04:47:55 AM

I don't think a standing order for this would be as useful as it sounds. The issue is that automating orbital mining means the miners have to use some logic to select targets. Orbital miners are no use if they ignore useful resources to go pull up 25,000 tons of tritanium, for instance. I think most players would rather assign orbital miners to specific bodies than suffer from random selection, and any logic that is implemented will be sure to satisfy no one (except maybe Steve, but that is a big maybe).

There is also the question of whether this is the type of "micromanagement" that needs to be removed, which I don't think it is. Making decisions about where to send orbital miners is part of the core strategic gameplay of Aurora, so a standing order like this has the downside of removing interesting gameplay for the sake of expedience, which has never been Aurora's design philosophy.

So overall I think having the normal orders which can be repeated or cycled is sufficient as it is, and no change of this type is needed. I can see why some people might want that change, but I don't think that rationale is compelling for Aurora.

the standing order for moving to an asteroid with minerals is already in game and last i checked it moves to an asteroid with the highest total yield(all the accessibility values added together), so the only additions would be putting the mined minerals into the cargo hold if present and a conditional order to check for a full cargo hold and to empty the cargo hold at a suitable place

First, there is nothing wrong with suggesting things. Sometimes it isn't practical - for mechanics or coding reasons - but sometimes it finds its way into the game and occasionally I implement it immediately.

On this occasion, there are a couple of issues. The standing order to move to an orbital mining location isn't used in-game. It was originally intended for civilian orbital miners, where the actual mineral composition didn't really matter, apart from having Duranium and being high accessibility, because the end-goal is the same as civilian mining colonies - revenue for the player, with an option to buy the minerals if they match his needs. Civilian orbital miners were not implemented, so the code isn't used. The NPR AI uses a different method for its orbital miners, where it assesses potential targets based on its current mineral needs. Actually it assesses all mining locations, using an AI mining score, but restricts orbital miners to a subset of the list.

This brings us to the main problem with an automated orbital mining order; it's not straightforward to know which asteroid you need to mine. That decision should take into account current mineral stockpiles, overall rates of mineral production for each type and estimated usage by mineral. In a large Empire, the decision also needs to take into account the distances between sources and production, also considering the ease of moving those minerals to where they are needed. Then there is the decision regarding how far to move to the next asteroid. Should I settle for a less useful asteroid that is close by, or set off across a huge system for a particularly good asteroid that will take months to reach. How about accessibility vs amount - is it worth travelling a long way for high accessibility when the amounts are small - and that might be worth it if some key mineral has a large deposit, even though others would be swiftly exhausted.

These are relatively straightforward decisions for a human, because you can weight different factors vs your needs fairly quickly and easily, without even realising the complexity of your decision-making process. That is much more difficult for a program that has to specify and weight all those competing needs and factors in a sensible way that will apply to any given situation. That is why the AI has the mining score code to make it a reasonable decision, even though most of the time it won't be optimal. Humans like to be optimal, so I could quite easily spend a significant amount of time and effort on a standing order for moving orbital miners, and most people wouldn't use it because the results wouldn't match what they need.

With regard to the cargo hold vs colony for the mined minerals; as others have pointed out moving the miners to unload the minerals isn't very efficient. Even so, its a valid choice. However, whether you use cargo ships or orbital miners with cargo holds, you can still choose to load minerals from the surface. You will need to manually assign the next target anyway, so adding a load order isn't changing the management overhead very much - and you can choose to only load the important minerals. I might add the autoload into orbital miner cargo holds at some point, but its unlikely because its a niche requirement and my current spare time is very limited. Maybe later in the year.
Title: Re: Suggestions Thread for v2.4.0
Post by: The_Seeker on May 19, 2025, 02:20:48 PM
The suggestions to change orbital mining I think come from a deeper dissatisfaction with the Aurora orders system.  The orders system is really quite similar to a visual scripting language, except that you are limited to one player-defined loop, two premade loops (in the form of standing orders) and two conditional orders.  I think a lot of tedium could be removed from issuing orders if the system was a proper scripting environment.  Perhaps keep the GUI to construct simple scripts, but also offer the possibility of writing complex behavioral scripts by hand, so that players might use unlimited conditionals, loops, and knowledge about the game state to write one script defining the behavior of, say, an orbital miner, and never have to intervene in that fleet's affairs after that.
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on May 20, 2025, 02:58:19 AM
The suggestions to change orbital mining I think come from a deeper dissatisfaction with the Aurora orders system.  The orders system is really quite similar to a visual scripting language, except that you are limited to one player-defined loop, two premade loops (in the form of standing orders) and two conditional orders.  I think a lot of tedium could be removed from issuing orders if the system was a proper scripting environment.  Perhaps keep the GUI to construct simple scripts, but also offer the possibility of writing complex behavioral scripts by hand, so that players might use unlimited conditionals, loops, and knowledge about the game state to write one script defining the behavior of, say, an orbital miner, and never have to intervene in that fleet's affairs after that.

It would require a vast amount of code to implement an order scripting language, because of all the things that would need to be checked on setup and when anything in the game changes. Even the simple request that comes up occasionally to be able to insert a new order into the middle of the existing order list would require a large amount of code to check. The current orders method is intended to avoid logical errors within the game, which would happen a lot with scripting, which in turn could lead to code errors as unanticipated situations arise.

What would be possible without too much overhead would be to implement unlimited standing orders and conditional orders - as this would just use existing code to check more orders, with still only one being implemented. In that case, i could also add an option to save standing/conditional templates. There might be some performance impact if players were to add a lot of potential orders to every fleet.
Title: Re: Suggestions Thread for v2.4.0
Post by: Indefatigable on May 22, 2025, 03:50:14 AM
Standing/conditional order templates.
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on May 22, 2025, 03:53:21 AM
Standing/conditional order templates.

See the post above yours :)
Title: Re: Suggestions Thread for v2.4.0
Post by: Viridia on May 22, 2025, 06:50:17 AM
Moved over as I realise I posted it in the wrong thread -

Super excited by all the updates coming in 2.6 Steve, but is there any prospect of the old Advanced techs coming back at all, even as an option that could be toggled on or off in the settings when creating a game? I recently reread the old VB6 Trans-Newtonian campaign, and actually unearthed advanced lasers on a 2.0.1 game I'm still running atm, and it feels like something that would make a nice reward for players working through Precursors or the new Advanced Precursors, or even the Invaders.
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on May 22, 2025, 07:38:11 AM
Moved over as I realise I posted it in the wrong thread -

Super excited by all the updates coming in 2.6 Steve, but is there any prospect of the old Advanced techs coming back at all, even as an option that could be toggled on or off in the settings when creating a game? I recently reread the old VB6 Trans-Newtonian campaign, and actually unearthed advanced lasers on a 2.0.1 game I'm still running atm, and it feels like something that would make a nice reward for players working through Precursors or the new Advanced Precursors, or even the Invaders.

Yes, no objection to adding them (and other techs). It's just a case of when it get high on the priority list.
Title: Re: Suggestions Thread for v2.4.0
Post by: Kaiser on May 22, 2025, 07:44:48 AM
Steve, do you remember my suggestion to add ships, fighters, ground units etc. portraits in various game's windows (class design, naval org. etc.)? Is it in the list? Will you add something in 2.6.0?
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on May 22, 2025, 08:19:35 AM
Steve, do you remember my suggestion to add ships, fighters, ground units etc. portraits in various game's windows (class design, naval org. etc.)? Is it in the list? Will you add something in 2.6.0?

I'm in two minds on this one. I can see the benefits of adding the graphics for those who want them. However, unless I do a huge amount of work creating a lot of graphics, the portraits would be blank for most people, or they would all be the race ship picture for example. Also, adding portraits means creating window space for them, which in turn means sacrificing something else.

Or I make them optional, so the window rearranges if you choose to use them, which is a lot of work.

Overall, its a lot of work to do it right. So it might happen, but only if I spend the time to create a lot more ship portraits, probably using AI, and I don't have that amount of time right now while travelling and working full time.
Title: Re: Suggestions Thread for v2.4.0
Post by: Kaiser on May 22, 2025, 08:54:55 AM
My original idea was to let the player choose the image he wants, let's say I create a battleship class X and I choose the reference image I want, I create a destroyer and I choose another one, etc. etc.
Then if in the future you want add tons of predefinite images you can do of course, but the idea was to just create the space for it.
Plus, I'm pretty sure the community will create a lot once we have the possibility to use them.
If you need to sacrifice something more useful, then leave it as it is.
Title: Re: Suggestions Thread for v2.4.0
Post by: Garfunkel on May 22, 2025, 07:13:26 PM
Instead of having the picture show everywhere, add a button for it in the class window, or an extra tab. That way there is no need to rearrange the existing UI.
Title: Re: Suggestions Thread for v2.4.0
Post by: Ghostly on May 23, 2025, 09:13:43 AM
Why not just add the class-based (and/or hull-based) picture functionality now (hidden unless toggled by a button, as suggested above) while adding the actual extra pictures at a later date, perhaps by allowing community submissions as is the case with naming themes? Less work for you that way, and that'd also make it possible to integrate the picture system with the class/hull-based ship icons on the galaxy map that are already in 2.6.0 and release both together. I'm sure the community will deliver ;D
Title: Re: Suggestions Thread for v2.4.0
Post by: David_H_Roarings on May 23, 2025, 04:24:27 PM
On the ground units Order of battle tab, can the hierarchy be: System>SystemBody>Population, Instead of what it is now: System>Population? It would make dragging units from one population to another a lot easier when you have a lot of colones in the same system thanks
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on May 23, 2025, 04:53:48 PM
On the ground units Order of battle tab, can the hierarchy be: System>SystemBody>Population, Instead of what it is now: System>Population? It would make dragging units from one population to another a lot easier when you have a lot of colones in the same system thanks

There is generally only one population per system body, so it would just add an extra layer that would be almost always redundant.
Title: Re: Suggestions Thread for v2.4.0
Post by: David_H_Roarings on May 23, 2025, 06:39:16 PM


There is generally only one population per system body, so it would just add an extra layer that would be almost always redundant.

when you use genetic modification you end up with more then one on a system body and if you already have a bunch of colonies in a system before using genetic modification the new 'Race's' Colonies end up being so far down the line that it makes dragging a ground unit to the new race's colony impossible. maybe having them sort by name instead of creation order would be better?
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on May 23, 2025, 07:32:02 PM
There is generally only one population per system body, so it would just add an extra layer that would be almost always redundant.

when you use genetic modification you end up with more then one on a system body and if you already have a bunch of colonies in a system before using genetic modification the new 'Race's' Colonies end up being so far down the line that it makes dragging a ground unit to the new race's colony impossible. maybe having them sort by name instead of creation order would be better?

We already have a system in the Economics window (image below, cropped and edited for size reasons) for displaying this information without an extra layer:

(https://aurora2.pentarch.org/index.php?action=dlattach;topic=13404.0;attach=8644;image)

I would suggest:

Under these conditions, the ground forces display might look like:

Code: [Select]
[-] Sol
 |  [-] Earth
 |   |  [+] I. Corps
 |   |  [+] III. Corps
 |   |  [+] VI. Corps
 |  etc.
 |  [-] Luna - Genetic Research Base
 |   |  [+] 192nd Special Guard Brigade
 |  [-] Luna - Tranquility Base
 |   |  [+] Lunar Brigade
 |  [-] Mars - Cydonia
 |   |  [+] II. Corps
 |   |  [+] Martian Brigade
 |  [-] Mercury - Erebor
 |   |  [+] Inner System Brigade
etc.

It looks a little odd at first but would solve the issue without extra layers of information pretty neatly, and it could optionally be toggled if there's any space left in the ground forces UI to add yet another check box.
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on May 24, 2025, 04:54:42 AM


There is generally only one population per system body, so it would just add an extra layer that would be almost always redundant.

when you use genetic modification you end up with more then one on a system body and if you already have a bunch of colonies in a system before using genetic modification the new 'Race's' Colonies end up being so far down the line that it makes dragging a ground unit to the new race's colony impossible. maybe having them sort by name instead of creation order would be better?

I've changed to sort by population name within each system.
Title: Re: Suggestions Thread for v2.4.0
Post by: Louella on May 24, 2025, 05:48:51 AM
A less fiddly UI for managing STO targeting would be nice to have in future.

Being able to select multiple STO units to change their targeting instructions, for example. This alone would be so useful.
Title: Re: Suggestions Thread for v2.4.0
Post by: skoormit on May 25, 2025, 08:27:35 AM
On the Create New Race window there is a checkbox for "Conventional Empire."

Please consider relabeling that to "Non-TN Empire" or similar.

New players are often unaware of the specific meaning of "Conventional" in Aurora, and they tick this box because they believe, naturally enough, that a "conventional" empire is a good choice for a first game.
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on May 25, 2025, 09:01:14 AM
On the Create New Race window there is a checkbox for "Conventional Empire."

Please consider relabeling that to "Non-TN Empire" or similar.

New players are often unaware of the specific meaning of "Conventional" in Aurora, and they tick this box because they believe, naturally enough, that a "conventional" empire is a good choice for a first game.

Changed as suggested.
Title: Re: Suggestions Thread for v2.4.0
Post by: Ush213 on May 25, 2025, 11:59:14 AM
The recent (amazing) changes to the conditional order page and the templates option makes me want to chance my arm again with this one.,
so reposting again (fingers crossed) haha


Templates for Civ orders
.,.z
Discovering a new rich resource system begins the repetitive process of assigning mines and mass drivers to mining colonies or infrastructure and installations to future colonies.
I propose a way to create player made templates for Civ orders to allow a way to reduce the amount of manual input needed.


Creating a template would be done the same way as move order templates are done, only in the civ/flag window. You add in a number of actions and then create and name the template.

Templates are created in the Civ/flag window and can be applied from there but also can then appear in the system view window as a drop down bar which you select the desired player made templates and then create colony.

Eg. with example templates
Drop down ↓                                                     Create Colony
-None
-Pioneering Mining Base (10xam, 1xMD)
-Emerging Mining Base (50xam. 2xMD)
-Established Mining Base (500xam, 5xMD)
-Early Settlers (5000xinfra)
-Thriving Settlers (10000xinfra)
-Established Settlers (50000xinfra)


The game would remember the last drop down selected in the system window so the player could quickly go down the list adding mining colonies or population center's or any template of their choosing.
The player would then just be left with ensuring there is enough installations built on the production world to supply the civilians to transport.

"None" is the default and just does what create colony does now.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on May 25, 2025, 01:40:45 PM
Suggestion: Change Flag Bridge components to function as radius-zero (i.e., system-only) Naval Admin Commands, here called Flag Bridge Commands.

I have briefly mentioned this suggestion a few times in various places, but I think it is high time that I formalized it and posted it in this thread where Steve may actually see it.  :)

Rationale: Flag Bridge components are currently of minimal use, at best. On one hand, the current bonus (+Reaction) is probably the weakest currently in the game and frankly scales rather poorly as it is effective for fleets with low training but useless for fleets with high training. On the other hand, the restriction to only a single fleet is arbitrary (i.e., this introduces a salient gameplay difference between two identical forces based on how they are organized into fleets with no additional or counterbalancing factors) and does not work well with numerous common play patterns such as carrier fleets, survey carriers, or even just regular fleet detachments.

Frankly, it is very silly that an admiral who detaches some fleet elements to execute a tactical maneuver immediately stops giving a bonus to those detachments.

Suggested Implementation: A Flag Bridge component should function as a radius-zero Naval Admin Command, with the following rules and restrictions:
It would be up to Steve whether a Flag Bridge Command is automatically created for a ship or fleet with a Flag Bridge component or manually created by the player. I suspect the latter will make for a better user experience.

Benefits: In addition to addressing the deficiencies listed above, the Flag bridge Command offers significant new gameplay and roleplay flexibility:
I note for completeness that, yes, most of what I ask for is at least technically possible already so long as the player is willing to shift 10 freighter-loads of Naval headquarters around with their fleet. However, this is (1) silly, (2) expensive, and (3) impractical particularly if one is trying to do this in several distant systems or regions at once. The other option, of course, is to just spam Naval HQs at Earth to expand the command range to something ludicrous, but this is lame for roleplay---if I cannot drive closer so my admirals may hit them with their swords then what is the purpose of playing Aurora, after all?  ;D
Title: Re: Suggestions Thread for v2.4.0
Post by: Ghostly on May 25, 2025, 04:00:25 PM
Suggestion: Change Flag Bridge components to function as radius-zero (i.e., system-only) Naval Admin Commands, here called Flag Bridge Commands.

I have briefly mentioned this suggestion a few times in various places, but I think it is high time that I formalized it and posted it in this thread where Steve may actually see it.  :)

Rationale: Flag Bridge components are currently of minimal use, at best. On one hand, the current bonus (+Reaction) is probably the weakest currently in the game and frankly scales rather poorly as it is effective for fleets with low training but useless for fleets with high training. On the other hand, the restriction to only a single fleet is arbitrary (i.e., this introduces a salient gameplay difference between two identical forces based on how they are organized into fleets with no additional or counterbalancing factors) and does not work well with numerous common play patterns such as carrier fleets, survey carriers, or even just regular fleet detachments.

Frankly, it is very silly that an admiral who detaches some fleet elements to execute a tactical maneuver immediately stops giving a bonus to those detachments.

Suggested Implementation: A Flag Bridge component should function as a radius-zero Naval Admin Command, with the following rules and restrictions:
  • A Flag Bridge Command is incorporated into the existing Naval Admin Command hierarchy under an existing command.
  • A Flag Bridge Command may not have subordinate Naval Admin Commands (a possible exception could be made for other Flag Bridge Commands, at Steve's discretion).
  • A Flag Bridge Command has a fixed system radius of zero which cannot be extended by, e.g., stacking Flag Bridges in a single ship or fleet. This means that the effect of a Flag Bridge Command is local to the system its fleet is in only. Within that system, it gives bonuses as a normal Naval Admin Command (including the ability to select the bonus type in the Naval Admin Command interface as usual).
  • Fleets may be placed under the Flag Bridge Command to receive its command bonuses as long as they remain in the same system as the Flag Bridge ship/fleet.
  • The fleet containing the ship which hosts the Flag Bridge is always subordinate to the Flag Bridge Command.
  • A ship or fleet containing multiple Flag Bridges will have only one Flag Bridge Command associated with it, at most.
It would be up to Steve whether a Flag Bridge Command is automatically created for a ship or fleet with a Flag Bridge component or manually created by the player. I suspect the latter will make for a better user experience.

Benefits: In addition to addressing the deficiencies listed above, the Flag bridge Command offers significant new gameplay and roleplay flexibility:
  • The ability to choose the skills benefiting from the flag officer through selecting the admin command type allows new command types. For example, a survey carrier may include a Flag Bridge component to provide survey bonuses to its detached parasites.
  • This allows unusual arrangements, such as deploying an escort or patrol force to a system with substantial logistics elements and assigning the Flag Bridge Command associated with that escort force as a Logistics command, modeling a naval officer overseeing naval logistics in that system from the safety of an armed flagship.
  • This allows Flag Bridges to function as useful command elements without the substantial overhead of establishing a Naval Headquarters installation on some system body just to extend the command range. Frankly, having to shift 10 freighters around just to allow an admiral to command from near the front is silly.
  • Functioning as an admin command allows the player to select the rank of the flag officer, allowing higher-ranked admirals to lead from the front if they so desire.
I note for completeness that, yes, most of what I ask for is at least technically possible already so long as the player is willing to shift 10 freighter-loads of Naval headquarters around with their fleet. However, this is (1) silly, (2) expensive, and (3) impractical particularly if one is trying to do this in several distant systems or regions at once. The other option, of course, is to just spam Naval HQs at Earth to expand the command range to something ludicrous, but this is lame for roleplay---if I cannot drive closer so my admirals may hit them with their swords then what is the purpose of playing Aurora, after all?  ;D

Flag Bridge NACs would be awesome! But I can't help but mention that there's a single class of ship that could benefit from Flag Bridges as currently implemented, and that's beam fighters. More on this here (https://aurora2.pentarch.org/index.php?topic=13404.msg172954#msg172954), but in short, they're the only case where Reaction bonus can make or break a fight, and also the only case where it's untenable to put an appropriate officer on every combat ship. So I truly hope they'll get something resembling small flag bridges for them while actual flag bridges get admin commands.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on May 25, 2025, 04:05:56 PM
Suggestion: Change Flag Bridge components to function as radius-zero (i.e., system-only) Naval Admin Commands, here called Flag Bridge Commands.

[...]

Flag Bridge NACs would be awesome! But I can't help but mention that there's a single class of ship that could benefit from Flag Bridges as currently implemented, and that's beam fighters. More on this here (https://aurora2.pentarch.org/index.php?topic=13404.msg172954#msg172954), but in short, they're the only case where Reaction bonus can make or break a fight, and also the only case where it's untenable to put an appropriate officer on every combat ship. So I truly hope they'll get something resembling small flag bridges for them while actual flag bridges get admin commands.

Flag Bridge Commands with either NAV or PTL admin command types would provide Reaction bonuses, so my suggestion also addresses this need without any added complexity.  :)

It is also not terribly difficult to stack Reaction bonuses with layered admin commands, which is one of several reasons I consider it the weakest bonus in the game. Of course, any bonus can be stacked with equal ease, but most other bonuses continue to pay off reasonably well when stacked, and Reaction is the only one which becomes drastically less useful the better your crew/fleet training levels get (well, and Crew Training, but that's a rather different case).
Title: Re: Suggestions Thread for v2.4.0
Post by: Ghostly on May 26, 2025, 02:17:17 AM
Flag Bridge Commands with either NAV or PTL admin command types would provide Reaction bonuses, so my suggestion also addresses this need without any added complexity.  :)

It is also not terribly difficult to stack Reaction bonuses with layered admin commands, which is one of several reasons I consider it the weakest bonus in the game. Of course, any bonus can be stacked with equal ease, but most other bonuses continue to pay off reasonably well when stacked, and Reaction is the only one which becomes drastically less useful the better your crew/fleet training levels get (well, and Crew Training, but that's a rather different case).

You have to remember that NAV and PTL confer a mere 25% of the commander's Reaction bonus. Which is to say, any NPR ship or fleet with an average commander Reaction bonus of 15% or above will still be impossible for Flag Bridge NAC-commanded fighters to catch up with no matter how good the Flag Bridge NAC commander's Reaction is, unless:
Since NPRs are also getting fighters in the next version, the solution would have to work for them too, and I can't reasonably expect the AI to utilize any of the former three, while the latter could be handled through operational groups. I originally also suggested an alternative to dedicated modules, with the Reaction and Fighter Combat boni being added to the Primary Flight Control module of the Carrier and benefitting any squadron assigned to it, so that's something to consider if added complexity is to be avoided.
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on May 26, 2025, 03:35:13 AM
Suggestion: Change Flag Bridge components to function as radius-zero (i.e., system-only) Naval Admin Commands, here called Flag Bridge Commands.

I have briefly mentioned this suggestion a few times in various places, but I think it is high time that I formalized it and posted it in this thread where Steve may actually see it.  :)

Rationale: Flag Bridge components are currently of minimal use, at best. On one hand, the current bonus (+Reaction) is probably the weakest currently in the game and frankly scales rather poorly as it is effective for fleets with low training but useless for fleets with high training. On the other hand, the restriction to only a single fleet is arbitrary (i.e., this introduces a salient gameplay difference between two identical forces based on how they are organized into fleets with no additional or counterbalancing factors) and does not work well with numerous common play patterns such as carrier fleets, survey carriers, or even just regular fleet detachments.

Frankly, it is very silly that an admiral who detaches some fleet elements to execute a tactical maneuver immediately stops giving a bonus to those detachments.

Suggested Implementation: A Flag Bridge component should function as a radius-zero Naval Admin Command, with the following rules and restrictions:
  • A Flag Bridge Command is incorporated into the existing Naval Admin Command hierarchy under an existing command.
  • A Flag Bridge Command may not have subordinate Naval Admin Commands (a possible exception could be made for other Flag Bridge Commands, at Steve's discretion).
  • A Flag Bridge Command has a fixed system radius of zero which cannot be extended by, e.g., stacking Flag Bridges in a single ship or fleet. This means that the effect of a Flag Bridge Command is local to the system its fleet is in only. Within that system, it gives bonuses as a normal Naval Admin Command (including the ability to select the bonus type in the Naval Admin Command interface as usual).
  • Fleets may be placed under the Flag Bridge Command to receive its command bonuses as long as they remain in the same system as the Flag Bridge ship/fleet.
  • The fleet containing the ship which hosts the Flag Bridge is always subordinate to the Flag Bridge Command.
  • A ship or fleet containing multiple Flag Bridges will have only one Flag Bridge Command associated with it, at most.
It would be up to Steve whether a Flag Bridge Command is automatically created for a ship or fleet with a Flag Bridge component or manually created by the player. I suspect the latter will make for a better user experience.

Benefits: In addition to addressing the deficiencies listed above, the Flag bridge Command offers significant new gameplay and roleplay flexibility:
  • The ability to choose the skills benefiting from the flag officer through selecting the admin command type allows new command types. For example, a survey carrier may include a Flag Bridge component to provide survey bonuses to its detached parasites.
  • This allows unusual arrangements, such as deploying an escort or patrol force to a system with substantial logistics elements and assigning the Flag Bridge Command associated with that escort force as a Logistics command, modeling a naval officer overseeing naval logistics in that system from the safety of an armed flagship.
  • This allows Flag Bridges to function as useful command elements without the substantial overhead of establishing a Naval Headquarters installation on some system body just to extend the command range. Frankly, having to shift 10 freighters around just to allow an admiral to command from near the front is silly.
  • Functioning as an admin command allows the player to select the rank of the flag officer, allowing higher-ranked admirals to lead from the front if they so desire.
I note for completeness that, yes, most of what I ask for is at least technically possible already so long as the player is willing to shift 10 freighter-loads of Naval headquarters around with their fleet. However, this is (1) silly, (2) expensive, and (3) impractical particularly if one is trying to do this in several distant systems or regions at once. The other option, of course, is to just spam Naval HQs at Earth to expand the command range to something ludicrous, but this is lame for roleplay---if I cannot drive closer so my admirals may hit them with their swords then what is the purpose of playing Aurora, after all?  ;D

I assume this is intended for deployments beyond the range of the normal admin command network, otherwise there is no benefit from putting the admin command on the flag bridge.

If I was to do this, I think I would go for a simpler implementation than having special 'Flag Bridge Commands', because of the complexities around ships being destroyed and changing fleets. I would make the following changes:
Those changes means I can keep all of the existing code and functions and don't have to account for a new special type. I only need to modify a few areas of code, with minor UI updates.

EDIT: I starting messing around with it and ending up adding it :)

A little more messy than I thought, mainly because there are a lot of references to the population object associated with a Naval Admin Command and until now that couldn't be null. I did my usual brute-force approach of changing the name of the object and then working through every affected location :)

The changes post is here:
https://aurora2.pentarch.org/index.php?topic=13463.msg173456#msg173456
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on May 26, 2025, 10:02:23 AM
I assume this is intended for deployments beyond the range of the normal admin command network, otherwise there is no benefit from putting the admin command on the flag bridge.

If I'm honest, it is mainly for roleplay - even if putting the NAC on Earth is arguably a better decision, it's more fun when the admiral "commanding" my fleet can actually be present with the fleet, but the existing Flag Bridge component really was lame.

Either way, the change looks great and it is certainly useful for distant operations (I was motivated to finally make my post in large part by dreams of survey carriers using the new standing orders).  ;D
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on May 26, 2025, 10:58:59 AM
I assume this is intended for deployments beyond the range of the normal admin command network, otherwise there is no benefit from putting the admin command on the flag bridge.

If I'm honest, it is mainly for roleplay - even if putting the NAC on Earth is arguably a better decision, it's more fun when the admiral "commanding" my fleet can actually be present with the fleet, but the existing Flag Bridge component really was lame.

Either way, the change looks great and it is certainly useful for distant operations (I was motivated to finally make my post in large part by dreams of survey carriers using the new standing orders).  ;D

Yes, I think this is much better from a mechanics and role-play perspective. It fits in better with the overall command structure and removes the 'special case' for flag bridges. It also allows for more meaningful 'Fleet Commands'.
Title: Re: Suggestions Thread for v2.4.0
Post by: Louella on May 26, 2025, 12:35:22 PM
Does this mean that you could build e.g. a Terraforming Project Command Ship (or station), and put an admin command on it, to represent the overall chief of a terraforming project ? Cool.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on May 26, 2025, 01:24:19 PM
Does this mean that you could build e.g. a Terraforming Project Command Ship (or station), and put an admin command on it, to represent the overall chief of a terraforming project ? Cool.

Yes but I believe it would be a military ship so you would have to provide maintenance somehow.
Title: Re: Suggestions Thread for v2.4.0
Post by: Droll on May 26, 2025, 01:51:45 PM
Does this mean that you could build e.g. a Terraforming Project Command Ship (or station), and put an admin command on it, to represent the overall chief of a terraforming project ? Cool.

Yes but I believe it would be a military ship so you would have to provide maintenance somehow.

You could probably get around that by adding a commercial spec flag bridge.

You could also have it so that such a bridge only ever allows commercial skills to be conveyed, so stuff like reaction and tactical bonuses wouldn't go through (though Steve would have to add it for this second point).
Title: Re: Suggestions Thread for v2.4.0
Post by: Geeptoon on May 26, 2025, 10:01:34 PM
I would love templates for setting mineral reserves on colonies.  Or some way to set reserve levels for colonies fasters than the current method.
Title: Re: Suggestions Thread for v2.4.0
Post by: alex_brunius on May 29, 2025, 11:14:08 PM
I would love templates for setting mineral reserves on colonies.  Or some way to set reserve levels for colonies fasters than the current method.
Maybe a one click button to keep 5 or 10 years of "current" mineral consumption as reserve?
Although that would require the mineral consumption to show correct amounts per year first too I guess.
Title: Re: Suggestions Thread for v2.4.0
Post by: skoormit on May 31, 2025, 07:14:37 AM
A very small QoL suggestion:

When the "SM Part Refuel" button (on the Miscellaneous tab of Ship Overview) is clicked, pre-populate the input box with the ship's current fuel amount.

This would make adding/removing specific amounts of fuel much easier.
Title: Re: Suggestions Thread for v2.4.0
Post by: paolot on May 31, 2025, 08:00:37 PM
Player (and NPRs) should be able to shoot ordnance towards (or around) planets, moons, asteroids and comets, to survey points and to JPs, as all these ones are intrinsically waypoints, imho.
In my current game, I would like to have sensor probes in orbit around some planets, to monitor alien colonies. A waypoint, set near a planet, remains fixed in space: it doesn't move with the planet, so I cannot have the desired information.
The mechanics of a probe in orbit around a body could be similar to the one of a ship, so programming it should not be too complicated.
A JP is a point that not moves in space, so why should we set a waypoint near to it?
Title: Re: Suggestions Thread for v2.4.0
Post by: Garfunkel on May 31, 2025, 11:59:22 PM
I was going to say that you need to set the waypoint on the body, then it will move together with it but I now realize that you want your probe to monitor the body from a safe distance so it doesn't get shot down immediately and yeah that cannot be done for a long duration because of orbital mechanics. But since ELINT cannot be put on a missile and active/passive sensors reveal everything inside their range immediately, I'm not sure how much need there is for a long-duration sensor drone orbiting a planet a million (or two) kilometres away. That is the job of a stealthy scout which can carry the ELINT module with it, revealing more information over time.

But more options never hurt so if it's an easy thing to code - have JP be 'attached' to a specific body and move with it maintaining the same distance and heading - then why not!
Title: Re: Suggestions Thread for v2.4.0
Post by: AJS1956 on June 01, 2025, 07:08:28 AM
Hi,

In my current game I have opted for a wide industrial base so factories and shipyards have been built on a couple of dozen colonies. This is working well but involves a bit of micromanaging to get what's needed at the right place.

Anyway, I realised that I now had enough galacite to build more ships but when I came to build them it took me a while to find where the shipyards tooled for them (if any) were.

My suggestion is, assuming it does not require a lot of work, is to have a section on the Class design window that lists any shipyards tooled for the class you are looking for, perhaps in the Prioirites/Misc tab? If it listed the shipyard name, system, size and slips (total/available), for any shipyard capable of building the class, that would be a really big help.

Thanks,

Andy
Title: Re: Suggestions Thread for v2.4.0
Post by: skoormit on June 01, 2025, 07:40:25 AM
On the Movement Orders tab, when the Waypoints checkbox is ticked, waypoints are listed in the leftmost pane.
Currently they seem to be ordered by when they were created (probably ascending by ID).

Suggestion: instead order them alphabetically.

Would make it much easier to find a specific named waypoint when you have dozens in the same system.
Title: Re: Suggestions Thread for v2.4.0
Post by: paolot on June 01, 2025, 09:24:22 AM
...
My suggestion is, assuming it does not require a lot of work, is to have a section on the Class design window that lists any shipyards tooled for the class you are looking for, perhaps in the Prioirites/Misc tab? If it listed the shipyard name, system, size and slips (total/available), for any shipyard capable of building the class, that would be a really big help.
...

Small addiction: a double-click on the shipyard opens the Economics - Shipyards tab.
Large addiction: to build ships directly from this new list of shipyards.
Title: Re: Suggestions Thread for v2.4.0
Post by: paolot on June 01, 2025, 09:45:53 AM
I was going to say that you need to set the waypoint on the body, then it will move together with it but I now realize that you want your probe to monitor the body from a safe distance so it doesn't get shot down immediately and yeah that cannot be done for a long duration because of orbital mechanics. But since ELINT cannot be put on a missile and active/passive sensors reveal everything inside their range immediately, I'm not sure how much need there is for a long-duration sensor drone orbiting a planet a million (or two) kilometres away. That is the job of a stealthy scout which can carry the ELINT module with it, revealing more information over time.

But more options never hurt so if it's an easy thing to code - have JP be 'attached' to a specific body and move with it maintaining the same distance and heading - then why not!

Thanks Garfunkel.
If you cannot build an ELINT ship (because you still haven't the technlogy, or -like me- you are struggling with shortage of minerals for it), a simple replacement can be a sensor-probe. And revealing the movement of the alien's ships (near the bodies and the JPs) can help to understand, with some anticipation, where to concentrate some more ships.
But, I mean, these points can be used the same way we use the waypoints, without placing a WP each time.
Title: Re: Suggestions Thread for v2.4.0
Post by: Mint Keyphase on June 01, 2025, 10:25:23 PM
Tech tree and the option to quickly queue research along a branch?
Title: Re: Suggestions Thread for v2.4.0
Post by: skoormit on June 02, 2025, 03:27:04 AM
On the Industry tab, projects are sorted by descending order of Cap%.

Suggestion: add a radio button to select between sorting by Cap% and sorting by completion date (similar to the Research tab).

I often want to know how much capacity will be freeing up soon, and that is difficult to determine with a large number of projects currently underway.
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on June 02, 2025, 03:32:40 AM
I was going to say that you need to set the waypoint on the body, then it will move together with it but I now realize that you want your probe to monitor the body from a safe distance so it doesn't get shot down immediately and yeah that cannot be done for a long duration because of orbital mechanics. But since ELINT cannot be put on a missile and active/passive sensors reveal everything inside their range immediately, I'm not sure how much need there is for a long-duration sensor drone orbiting a planet a million (or two) kilometres away. That is the job of a stealthy scout which can carry the ELINT module with it, revealing more information over time.

But more options never hurt so if it's an easy thing to code - have JP be 'attached' to a specific body and move with it maintaining the same distance and heading - then why not!

Thanks Garfunkel.
If you cannot build an ELINT ship (because you still haven't the technlogy, or -like me- you are struggling with shortage of minerals for it), a simple replacement can be a sensor-probe. And revealing the movement of the alien's ships (near the bodies and the JPs) can help to understand, with some anticipation, where to concentrate some more ships.
But, I mean, these points can be used the same way we use the waypoints, without placing a WP each time.

Waypoints that move by themselves are theoretically possible, although you would need a ship to follow them anyway. A sensor buoy is stationary and a missile would run out of fuel.

If I want to monitor hostile aliens, I use an ELINT ship (its well worth the 2000 RP), a small scout (fighter-sized, so its hard to detect), a sensor buoy placed on a nearby body, or I try to sneak in a freighter with a tracking station and place it on a body.
Title: Re: Suggestions Thread for v2.4.0
Post by: skoormit on June 02, 2025, 05:06:30 AM
Suggestion: do not generate unrest-related events for colonies that have no population.

I sometimes create placeholder colonies on hostile worlds (generally for ease of reference for the body's stats and environment).
If I then attack the hostile colony and cause radiation damage, I get constant events regarding the unrest levels rising.
Unrest is irrelevant until a colony has population.
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on June 02, 2025, 05:14:12 AM
Suggestion: do not generate unrest-related events for colonies that have no population.

I sometimes create placeholder colonies on hostile worlds (generally for ease of reference for the body's stats and environment).
If I then attack the hostile colony and cause radiation damage, I get constant events regarding the unrest levels rising.
Unrest is irrelevant until a colony has population.

I think radiation was the only one that wasn't checking for population. Fixed now.
Title: Re: Suggestions Thread for v2.4.0
Post by: Ghostly on June 02, 2025, 06:24:09 AM
Suggestion: do not generate unrest-related events for colonies that have no population.

I sometimes create placeholder colonies on hostile worlds (generally for ease of reference for the body's stats and environment).
If I then attack the hostile colony and cause radiation damage, I get constant events regarding the unrest levels rising.
Unrest is irrelevant until a colony has population.

I think radiation was the only one that wasn't checking for population. Fixed now.

Maybe political status of colonies with 0 population should be set to Imperial Population upon conquest as well? Subjugated automines don't make a lot of sense, and I've excavated a ruin into an "occupied" precursor colony on more than one occasion.
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on June 02, 2025, 07:57:44 AM
Suggestion: do not generate unrest-related events for colonies that have no population.

I sometimes create placeholder colonies on hostile worlds (generally for ease of reference for the body's stats and environment).
If I then attack the hostile colony and cause radiation damage, I get constant events regarding the unrest levels rising.
Unrest is irrelevant until a colony has population.

I think radiation was the only one that wasn't checking for population. Fixed now.

Maybe political status of colonies with 0 population should be set to Imperial Population upon conquest as well? Subjugated automines don't make a lot of sense, and I've excavated a ruin into an "occupied" precursor colony on more than one occasion.

Yes, added that too.
Title: Re: Suggestions Thread for v2.4.0
Post by: paolot on June 02, 2025, 12:34:58 PM
Quote
...

Waypoints that move by themselves are theoretically possible, although you would need a ship to follow them anyway. A sensor buoy is stationary and a missile would run out of fuel.

If I want to monitor hostile aliens, I use an ELINT ship (its well worth the 2000 RP), a small scout (fighter-sized, so its hard to detect), a sensor buoy placed on a nearby body, or I try to sneak in a freighter with a tracking station and place it on a body.

Thanks Steve!
I too have several fighter-sized surveillance ships, sensor buoys and DSTSs scattered around the galaxy, to monitor JPs and bodies.
But I'm not satisfied with the ELINT ships that I design: they are always too large, as I wish they can monitor the enemies from afar and with a jump drive.
ELINT modules are fixed at 500 ton large, so it's no easy to fit them even on a FAC.
Can I propose we could have a technology that reduces the size of the ELINT modules? to fit them on small ships, eventually with reduced capacity at reduced sizes.
Maybe, also the cloacking devices could have a technology that reduces their sizes, below the ratio 10% vs. the ship tonnage.
Small ships with ELINT and a cloacking device would be the perfect spies.
In real life, we have fighter-sized electronic warfare planes like EA-6B Prowler, E/A-18G Growler, EF-111, together with large E-3 Sentry, RC-135, EC-130H, E-8 Joint STARS. And we find more small sizes stealth planes, like F-117, F-22, F-35, than large ones (B-2).
Title: Re: Suggestions Thread for v2.4.0
Post by: Mint Keyphase on June 03, 2025, 03:49:03 AM
PLEASE. Let us resize the windows or at least change the UI size and font size. moving the window around to access buttons is getting painful...
Title: Re: Suggestions Thread for v2.4.0
Post by: vesisko on June 03, 2025, 04:39:19 AM
PLEASE. Let us resize the windows or at least change the UI size and font size. moving the window around to access buttons is getting painful...
Hi Mint Keyphase. I use Windows 10 display scaling option to get the bigger interface.
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on June 03, 2025, 05:06:18 AM
PLEASE. Let us resize the windows or at least change the UI size and font size. moving the window around to access buttons is getting painful...

Re-arranging window controls to handle different UI or font sizes would be a huge amount of work, plus it would not benefit my own play at all. Given this is a free game and I have limited free time, I usually focus on things that will either improve my own enjoyment of the game, or are relatively quick to implement.

Besides, the UI already supports 1440x900, so I am squeezing things into smaller windows than I would prefer. My own laptop is 2560x1600 and my desktop monitors are (I think) 3440 x 1440. Aurora just isn't designed to be played on a small screen. You can probably get a cheap external monitor with a higher resolution.
Title: Re: Suggestions Thread for v2.4.0
Post by: boolybooly on June 03, 2025, 09:49:30 AM
PLEASE. Let us resize the windows or at least change the UI size and font size. moving the window around to access buttons is getting painful...
Hi Mint Keyphase. I use Windows 10 display scaling option to get the bigger interface.

and you can make bat buttons to quickly change the scaling, see link
http://aurora2.pentarch.org/index.php?topic=13306.msg165664#msg165664
Title: Re: Suggestions Thread for v2.4.0
Post by: Aloriel on June 03, 2025, 10:44:51 AM
While you are tinkering with standing orders, could you perhaps add two additional conditionals on <55% and <60% fuel?

Quite often, I send out a survey ship with the conditional to return home on 50% fuel. However, it doesn't reach Earth because Earth is in a further alignment than where it left. With 55% and/or 60%, this shouldn't happen any more. 55% is probably sufficient for Earth, but 60% might be required for a home base that has a larger orbit.
Title: Re: Suggestions Thread for v2.4.0
Post by: boolybooly on June 04, 2025, 07:00:20 AM
While you are tinkering with standing orders, could you perhaps add two additional conditionals on <55% and <60% fuel?

Quite often, I send out a survey ship with the conditional to return home on 50% fuel. However, it doesn't reach Earth because Earth is in a further alignment than where it left. With 55% and/or 60%, this shouldn't happen any more. 55% is probably sufficient for Earth, but 60% might be required for a home base that has a larger orbit.

Rather than have multiple lines, what about a way to edit the condition value in the same way you can set fleet speed. Just thinking out loud.
Title: Re: Suggestions Thread for v2.4.0
Post by: vesisko on June 04, 2025, 08:51:31 AM
Hi.
It would be great to have a possibility to hide civilian fleets on the main screen.
I hope it is the right place to post the suggestion for the 2.6.0 update.
Title: Re: Suggestions Thread for v2.4.0
Post by: skoormit on June 04, 2025, 09:09:47 AM
Hi.
It would be great to have a possibility to hide civilian fleets on the main screen.
I hope it is the right place to post the suggestion for the 2.6.0 update.

Left side of main map, select Contacts tab.
Untick the "Civilians" checkbox.
Title: Re: Suggestions Thread for v2.4.0
Post by: xenoscepter on June 04, 2025, 12:57:37 PM
So Active Terminal Guidance.

Kind of... boring, honestly. And mostly useless.

Proposal:

 - Make the ATG bonus a flat addition. So a 90% hit, if given a 10% ATG, would be 100%. Simple enough, but this change would render ECCM pointless. So to counter that, ECM should nullify ATG bonus unless an ECCM is present. However, this would be weird, since it could create a novel use for ECCM that breaks existing E-WAR mechanics. So I propose the interaction thusly.

The malus for ECM is applied to ATG after ECCM is applied. So a 10% ECCM with a 20% ATG would have 20% ATG if the Enemy ECM was only 10%, but no ATG bonus is the enemy ECM was 11% or better.

Desired results:

 - I think this proposal would make ATG a more interesting option overall and expand the number of viable missile designs. It would enable Gundam-style "funnels" (Or Orbit Cannon Launchers for the Armored Core fans out there). It would add utility to an otherwise marginally useful if not outright useless option, which has already been implemented. It would likewise add some additional flavor / purpose to large missiles, although these are already in a pretty good place already IMO. I do not think large missiles are in enough of a good place for these ATG changes to push them over the edge to OPness though.

 - It would also enable the use of slow missiles, opening up a slew of other options via engine choices which at the moment, don't really have any viable variety outside of "go fast as frakk". Slow missiles, for those who will inevitably say "but slow missiles will get shot down!", would need to find ways around the inherent disadvantages. Perhaps being cheap and small, thus easier to mass and fire en masse. Or high ECM, decoys, etc. I am convinced there are enough penaids that slow missile would not be so hopelessly outmatched by enemy PD to the point of uselessness.
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on June 04, 2025, 06:07:12 PM
So Active Terminal Guidance.

Kind of... boring, honestly. And mostly useless.

I'm sorry, what?  ???

Once you have put a few tech levels into it, ATG is quite effective especially for larger missiles where it gives a better return for the MSP in terms of accuracy boost compared to more engine mass. This isn't a simple optimum, either, since speed is still needed to avoid point defense and there are trade-offs against other component types as well (e.g., does expected damage increase more with the same MSP of ATG or of warhead?).

It is certainly not useless. I would argue that it is not boring either, but I acknowledge that this may be down to personal taste.
Title: Re: Suggestions Thread for v2.4.0
Post by: vesisko on June 05, 2025, 05:28:33 AM
Hi.
"Ordnance and missiles" tab of "Class design" window has no clear information about class capacity. I suggest to add on "fighter" and "missile" areas labels with total and used capacities. F.e. "Fighters N/A" and "Missiles 60/391".
Title: Re: Suggestions Thread for v2.4.0
Post by: Kaiser on June 05, 2025, 05:50:22 AM
I like the random wrecks add-on, also I would to suggest once again to add a random chance to discover intact (or most of the time damaged) abandoned alien ships and stations that can be boarded on and taken control of.

Eventually the challenge for the player would be to repair them especially if they are in some far distant system.

This will add some variety to the player fleet and occasionally speed up the process of colonization of a system (if you discover a station for example).

The same as the random wrecks, these may attract others eyes in the system.
Title: Re: Suggestions Thread for v2.4.0
Post by: Steve Walmsley on June 05, 2025, 09:19:00 AM
Hi.
"Ordnance and missiles" tab of "Class design" window has no clear information about class capacity. I suggest to add on "fighter" and "missile" areas labels with total and used capacities. F.e. "Fighters N/A" and "Missiles 60/391".

This is already in the changes list for v2.6
Added capacity remaining to the parasite, ordnance and troop lists on the Ordnance & Fighters tab of the Class Design window.

https://aurora2.pentarch.org/index.php?topic=13463.msg168338#msg168338
Title: Re: Suggestions Thread for v2.4.0
Post by: Ush213 on June 06, 2025, 03:59:59 AM
With all the changes to 2.6 is it possible to create/compile a single 2.6 exe application/download without the need for patching. Just to make it easier for the expected new players that will join.
Title: Re: Suggestions Thread for v2.4.0
Post by: alex_brunius on June 06, 2025, 05:59:38 AM
(From change discussion but this belongs in Suggestions more)
Wrecks will usually appear in systems with planets. They may be in orbit and, if so, they are more likely to appear in orbit of planets with better environments.

I like the idea of a 'fallen race'. I could probably generate the race normally, then wipe it out, then pass a random amount of historical time to reduce what remains, including radiation. Substantial addition though, so might not be soon.

Following along the lines of "simulated historical time" to generate a more plausible universe (some of them might be even more substational to add though). Here is some more brainstorming for potential storylines.

1.) Subjugated Races.
2-4 Races are generated instead on the same territory. One "Master" which get the territory, military and buildpoint might of all combined, with the other races being enslaved/subjugated and occupied by the "Master" race. Large subjugated populations in Forced Mines/Factories and so on.

2.) Eternal enemies.
Two races bordering eachother that are in perpetual war. By attacking one you get a massive bonus to the others relation, befriending one make the other an automatic enemy. Or you can try and stay neutral and bring out the popcorn to watch the fireworks.

3.) Symbiotic Races.
2-3 Races are generated on the same territory. They are hardcoded max relationship with eachother and even if they might persue somewhat different agendas they have evolved to be reliant on eachother. Possible extra interesting with situations where one handle all groundforces and the other all space forces or some kind of other combinations. Perhaps one build only warships and the other all commercial ships? Do they need to share minerals, wealth and other resources too?

4.) [Commercial Ship Module] Focus Race.
For some reason (your story can decide why) their goal is to build absurd amounts of a specific type of Commercial Ship. Could be either Fuel harvesters (Sorium Barons), Salvagers (Scrapyard masters), Terraformers (Gaia/Eden race) or so on. Bonus if your able to buy/rent these at affordable costs if you develop good relations with them.

5.) Trading Race.
Like above but they have some massive bonus to Civilian shipping generation. Ferengi? Do I need to say more?
Title: Re: Suggestions Thread for v2.4.0
Post by: SpaceMarine on June 06, 2025, 07:54:35 AM
Simple Suggestion: Change the default starting date to 2030 (or any approapriate new start date)

It is currently according to the gregorian calender the year 2025 (in real life)

Aurora 4x has always had a date that is in the future to start with, to maintain continuity this must be rectified as aurora now starts in the modern day on default start. I am sure everyone agrees.
Title: Re: Suggestions Thread for v2.4.0
Post by: Ush213 on June 06, 2025, 08:50:06 AM
Simple Suggestion: Change the default starting date to 2030 (or any approapriate new start date)

It is currently according to the gregorian calender the year 2025 (in real life)

Aurora 4x has always had a date that is in the future to start with, to maintain continuity this must be rectified as aurora now starts in the modern day on default start. I am sure everyone agrees.

I alway just set mine to 2100 because its easier to see how many years iv been playing. I do this mostly because i cant count. ha  :D :D :D
Title: Re: Suggestions Thread for v2.4.0
Post by: Ghostly on June 06, 2025, 09:15:13 AM
Simple Suggestion: Change the default starting date to 2030 (or any approapriate new start date)

It is currently according to the gregorian calender the year 2025 (in real life)

Aurora 4x has always had a date that is in the future to start with, to maintain continuity this must be rectified as aurora now starts in the modern day on default start. I am sure everyone agrees.

This has already been done ;)

Give that we are only a couple weeks away from 2025, it might be time to consider updating the default start year? Unless Aurora is going to switch over into being a retro-futurism 4X.

I already did :)  It's 2050 in the next version.
Title: Re: Suggestions Thread for v2.4.0
Post by: smoelf on June 06, 2025, 10:16:20 AM
Super minor thing but I thought it would be interesting to see how much time is spent per safefile. Perhaps a timer that stores its value every time you actively save.
Title: Re: Suggestions Thread for v2.4.0
Post by: skoormit on June 06, 2025, 01:27:14 PM
So Active Terminal Guidance.

Kind of... boring, honestly. And mostly useless.

I am entirely baffled.

This ability requires a straight 0.25MSP, costs about the same as 0.25MSP of engine at 400% power, and increases accuracy by some percentage that increases with research.
Even at the first research level of +15%, straightforward math tells you that trading 0.25MSP of engine size for this ability this will improve accuracy if your engine is 1.92MSP or larger.
The higher your tech level, the smaller the engine has to be for this ability to improve accuracy when traded for engine size.

Obviously you lose some speed when you make this trade, and that makes you somewhat more vulnerable to enemy PD and AMM.
So it's probably not worth making that trade for an engine just barely big enough--a small gain to accuracy probably isn't worth the additional PD/AMM vulnerability.

But if you have a really big missile, with a really big engine, it is absolutely worth it.
If there's anything boring about this ability, it's that it is so good on big missiles that there's hardly ever a reason to not use it.
Title: Re: Suggestions Thread for v2.4.0
Post by: David_H_Roarings on June 06, 2025, 06:41:25 PM
Simple Suggestion: Change the default starting date to 2030 (or any approapriate new start date)

It is currently according to the gregorian calender the year 2025 (in real life)

Aurora 4x has always had a date that is in the future to start with, to maintain continuity this must be rectified as aurora now starts in the modern day on default start. I am sure everyone agrees.

I alway just set mine to 2100 because its easier to see how many years iv been playing. I do this mostly because i cant count. ha  :D :D :D

I generally set mine to 1000 so I don't have to count
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on June 07, 2025, 01:34:43 PM
Suggestion: A button or option to lock time advancement, so that clicking a time increment button does nothing.

Rationale: I've lost count of how many times I've accidentally advanced time during game setup due to unfortunate misclicks.  :P
Title: Re: Suggestions Thread for v2.4.0
Post by: paolot on June 07, 2025, 05:02:49 PM
- Please, add the missing tooltips: they are missing in several (too many) points.
- Please, keep the tooltips visible until the cursor is moved. I.e. not set a time-out for showing them: reading long sentences requires more time than the one is now allowed.
Title: Re: Suggestions Thread for v2.4.0
Post by: Akhillis on June 08, 2025, 12:30:30 AM
Suggestion: New Game Settings - Minerals

Fairly simple suggestion, add two new fields to the game settings.

- Mineral Deposit Frequency
- Mineral Deposit Size

Deposit Frequency alters the chance of discovering minerals with both space and ground geosurveys. Deposit Size alters the size of any discovered deposits. Both are percentage modifiers and are set to 100 by default, much like the other settings.

To my understanding this wont affect the accessibility of minerals.
Title: Re: Suggestions Thread for v2.4.0
Post by: paolot on June 08, 2025, 06:54:56 AM
Economics window, Civilian/Flags tab: if there is a request for an installation, a new supply cannot be created for that item. A simple warning message could be helpful.
Title: Re: Suggestions Thread for v2.4.0
Post by: lumporr on June 08, 2025, 09:01:06 AM
Suggestion: Expanded parameters for customizing NPR fleets, especially size, and potentially speed (or tech level with slightly more granularity than just the single pool of tech points?). It is difficult to set up NPRs to fight at a certain tech level or engine generation, or use ships of truly massive sizes. It may cause unforseen issues, but what happens if the size parameter is expanded out to say, 10x times? Or if there's a field for engine generation and average max engine multiplier? These would both go a long way in the ability to represent specific NPRs from fiction that will be the specific challenge you'd like them to be.

Separate but connected suggestion: Certain spoiler races seem hardstuck when it comes to maximum speed and size of combat craft. Expanding the custom NPR parameters to the combat craft of spoiler races would be nice, though this might be more of a challenge.
Title: Re: Suggestions Thread for v2.4.0
Post by: Viridia on June 08, 2025, 10:19:38 AM
Hi Steve,

Something I'd like to throw in the ring for a suggestion would be an increase in the energy/kinetic weapon bores we can research, as well as possibly increasing the distance beam weapons can fire up to as well, even if it comes at obscene mass prices. I'm asking as I'm currently trying to recreate an accurate design from David Weber's RMN fleet book, but anything beyond light cruiser size is unachievable at the moment due to the high tonnage of his designs.
Title: Re: Suggestions Thread for v2.4.0
Post by: paolot on June 08, 2025, 02:57:37 PM
Economics window, Shipyards Tasks tab: would it be possible to add sorting by "Progress" and "Ship name"?
Title: Re: Suggestions Thread for v2.4.0
Post by: nuclearslurpee on June 08, 2025, 05:15:52 PM
Separate but connected suggestion: Certain spoiler races seem hardstuck when it comes to maximum speed and size of combat craft. Expanding the custom NPR parameters to the combat craft of spoiler races would be nice, though this might be more of a challenge.

I would like to see at least the ability to set the Precursors and Invaders tech level as a player's choice option, since they remain static and for higher-tech games they basically become speed bumps after a certain point. This could perhaps also be good for Raiders if the player wants them to be more threatening, a la Steve's Gothic campaign back before 2.0.

Hi Steve,

Something I'd like to throw in the ring for a suggestion would be an increase in the energy/kinetic weapon bores we can research, as well as possibly increasing the distance beam weapons can fire up to as well, even if it comes at obscene mass prices. I'm asking as I'm currently trying to recreate an accurate design from David Weber's RMN fleet book, but anything beyond light cruiser size is unachievable at the moment due to the high tonnage of his designs.

In an older thread (https://aurora2.pentarch.org/index.php?topic=13124.0), someone came up with the number that 1 "Walmsley ton" = 4 "Weber tons", which might be helpful for you in trying to get tonnages to "match". Anecdotally, when I've tried to set up Honorverse-style settings, I've usually been able to get tonnages to match by playing around with various degrees of freedom like missile sizes, number of sidewall generators, etc.
Title: Re: Suggestions Thread for v2.4.0
Post by: skoormit on June 09, 2025, 12:06:36 PM
A lot of players like to start the game with civilian shipping lines active, and then deactivate them at some point (ideally before civvy trade-route-finding starts slowing down turn generation too much).

This setting also affects NPRs, though, and therefore it seems that an NPR that is generated after civvies are deactivated won't have any civvies. Which seems like a big handicap for the NPR.

Suggestion: modify the NPR creation process to include an appropriate amount of civilian shipping tonnage (perhaps comparable to the largest non-NPR race's tonnage, modified by this NPR's random scaling value), even if civvies are currently "inactive" in the game.
Title: Re: Suggestions Thread for v2.4.0
Post by: David_H_Roarings on June 11, 2025, 10:34:32 PM
Can we get orders to detach a sub-fleet/sub-fleets and adsorb fleet as sub-fleet? I often have an assortment of commercial grade support ships in a sub fleet that I detach and leave at the jump point before going into a contested system
Title: Re: Suggestions Thread for v2.4.0
Post by: skoormit on June 13, 2025, 02:35:56 PM
My factory construction queues typically contain one or more "major" projects, and as small needs arise I will lower the cap% allocated to a "major" project, and create a new project to meet whatever need has arisen.
This can often end up with half a dozen minor projects going on at once.
As each minor project completes, I must manually reassign the cap% back to my desired major project.

Suggestion:
Allow us to designate one or more tasks in the queue to automatically receive the cap% of any project that finishes.
This would work similarly to the "Assign New" feature for research facilities, with the primary difference being that the cap% to be assigned should be split amongst the designated projects (whereas a research facility can only be assigned to a single project).

I think that projects waiting in the construction queue (C1, C2, C3, etc) should get priority--any live projects designated to receive cap% will only receive what is left over after projects waiting in the queue have been promoted as possible.
Title: Re: Suggestions Thread for v2.4.0
Post by: KriegsMeister on June 13, 2025, 04:59:51 PM
Had a couple ideas for DSP's, I'm fairly certain these aren't entirely original and have been mentioned before, but they've been floating in my hand a lot recently

- Split DSP's into 2.5 different types:
Fixed - As they currently are mainly implemented being permanently fixed to some spot.
Orbital - Rather than the current gas giant rule where they just stick to the planet, I'd like the ability to select a body (star, planet, or moon) and then input an orbital distance/angle from that body. once created the DSP would revolve around the body.
Lagrange Orbital - Rather than inputting an orbital distance/angle, you could select one of the 5 Lagrange points between 2 bodies. This wouldn't really be necessary for L3,4,5 as you could just get the orbital distance of the body you want to follow and set your angle appropriately, but L1,2 would fall out of sync with traditional orbital velocities. Or if you wanted to follow a body's highly eccentric orbit.

The main reasons I want orbital DSP's is to 1) set up a more dispersed Orbital Defense Station Network such as establishing bases at Earth-Luna L3,4,5 or 2) dispersing sensor arrays along the orbit of a planet to complement its DST's or 3) Fixing shipyards to the L1,2 of a mineral rich Venusian world or high-gravity Super-Earth for the roleplay lore of not wanting to be too dangerously close to the planets. I'm sure others could find other fun things to do with mobile DSP's.
Title: Re: Suggestions Thread for v2.4.0
Post by: paolot on June 13, 2025, 05:28:41 PM
I hope we could have the command "Clear Fleet targets", as we have "Assign Fleet", "Open Fire Fleet" and "Cease Fire Fleet".
When there are tens and tens of ships, clearing targets of each one is tedious and long.
Title: Re: Suggestions Thread for v2.4.0
Post by: paolot on June 13, 2025, 06:18:13 PM
So Active Terminal Guidance.

Kind of... boring, honestly. And mostly useless.
...

I use it and find it useful.
The images are the missile with ATG and retargeting, and the event message that confirms retargeting (an orbital bombardment, and I switched off the active sensors of the ships).