Aurora 4x
VB6 Aurora => Aurora Suggestions => Topic started by: Erik L on October 08, 2007, 04:21:56 PM
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Don't show Jump Gate components in the build queue until at least the first level of the construction component is researched.
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Move the Geo Status button off the F9 screen. Mining tab of F2 would be nice
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Don't show Jump Gate components in the build queue until at least the first level of the construction component is researched.
Not sure that's a good idea. I have built the components before now when the tech was researched. Ah, or don't you mean that as a space saver. Are you saying that I shouldn't be able to do that, even if I wanted to, until I have the ship module tech?
Steve
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Don't show Jump Gate components in the build queue until at least the first level of the construction component is researched.
Not sure that's a good idea. I have built the components before now when the tech was researched. Ah, or don't you mean that as a space saver. Are you saying that I shouldn't be able to do that, even if I wanted to, until I have the ship module tech?
Steve
It sort of makes sense that you cannot built the gate components until you know how to build a gate.
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Population and Production -> Shipyard tab: Set the default fleet to Shipyard TG.
Pete
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Population and Production -> Shipyard tab: Set the default fleet to Shipyard TG.
Pete
Better - alow us to designbate a default fleet for each planet (or shipyard under the new rules). 
Once you have more than 1 planet building ships it'll get real annoying for the second one to always be trying to add new ships to the fleet in the first system (or no fleet at all...)
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Option in the Commander search by ability to show only unassigned officers.
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Option in the Commander search by ability to show only unassigned officers.
And in the general officers list - option to show only unassigned officers.
Also option to only show vacant command positions.
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Option on the Control-A screen to filter out planets over a certain cost.
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Need an EASY way to reload more than 1 PDC at once.
Maybe allow certain orders from the F12 screen.
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Either include a sector command on the home world, or allow one to be added by the SM...
I like to have the starting planet have one - and it makes sense as this is your "capital"...
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Allow us to sort fighter groups - at least by official name...
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When you are in the create research project, sort the tech based drop downs backwards so that if you have UV Laser and below, you get UV Laser as the default choice, but leave the size based drop downs the same, so you get a size 1 reactor first.
Pete
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Add Terraformer Installations to the planetary SM mods page (sorry if I missed a reason why they aren't there posted on the boards).
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On the Ship text export button, maybe give an option to export with BBCode embedded, replacing the dashed lines with
[code]
[/code]
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Why not HTML encoding of the ship list? That would be real sweet
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How about some way for the SM to add PDCs to the player's startup.
I ended up having to build a 100% mobile fleet in startup just to meet defense needs at startup. I would have preferred to have the race start out with a mix.
In a previous version, the PDCs were part of a fleet but in 2.3 I can't add them in Fast OB.
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How about some way for the SM to add PDCs to the player's startup.
I ended up having to build a 100% mobile fleet in startup just to meet defense needs at startup. I would have preferred to have the race start out with a mix.
In a previous version, the PDCs were part of a fleet but in 2.3 I can't add them in Fast OB.
Yes you can. I create a Ground Forces TF and Fast OB them into that fleet
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Ask for confrmation when changing the assigned task force for a task group.
It is _extremely_ frustrating to click the wrong check box and loose all that hard earned training...
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How about some way for the SM to add PDCs to the player's startup.
I ended up having to build a 100% mobile fleet in startup just to meet defense needs at startup. I would have preferred to have the race start out with a mix.
In a previous version, the PDCs were part of a fleet but in 2.3 I can't add them in Fast OB.
Not sure why you have a problem here. PDCs are just ships with some slightly different rules. I just use Fast OOB to add them to a fleet. Are you getting some type of error when you try to add them?
Steve
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You might want to make Hydrogen gas have a colony multiplier of two like most of the other explosive gasses. I just realized that when I terraformed the planet and added oxygen that the atmosphere was 61% hydrogen and 5% oxygen. I think that is enough oxygen to make the hydrogen be a huge bomb just waiting for a small spark.
Brian
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How about some way for the SM to add PDCs to the player's startup.
I ended up having to build a 100% mobile fleet in startup just to meet defense needs at startup. I would have preferred to have the race start out with a mix.
In a previous version, the PDCs were part of a fleet but in 2.3 I can't add them in Fast OB.
Not sure why you have a problem here. PDCs are just ships with some slightly different rules. I just use Fast OOB to add them to a fleet. Are you getting some type of error when you try to add them?
Steve
Yeah, you and Eric have it right.
I suppose it helps to name the missile base something that you will recognize as you scroll through the classes. I was hiding it with the name "missile base".
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Please make the engines at the higher tech levels be smaller. They are to big to make a decent small ship. A photonic drive is 40hs. That is to big for a small ship, and at that size it is to big for a gunboat as well. Even the preceding engines are to big for a gunboat as they are 20hs each. Could you please make the engine size stay stable and not grow as the tech level increases. You can still have the same power to weight ratio's and have a usefull increase in speed over time, but currently it is hard to build a high tech warship under 150hs. One engine is almost a quarter of the total volume. Take a look at the design below. You will notice that it is not heavily armed at all.
Talron class Cruiser 7500 tons 779 Crew 9993 BP TCS 150 TH 4000 EM 1350
26666 km/s Armour 10 Shields 45-300 Sensors 75/0/0/0/0 Damage Control 0-0 PPV 44
Replacement Parts 10
Photonic Drive EE0.1 AR-0 (1) Power 4000 Efficiency 0.10 Signature 4000 Armour 0 Exp 5%
Fuel Capacity 80,000 Litres Range 460.8 billion km (200 days at full power)
Omega R300/15 Shields (3) Total Fuel Cost 45 Litres per day
Twin R36/C6 Meson Cannon Turret (2x2) Range 360,000km TS: 80000 km/s Power 12-12 RM 36 ROF 5 1 1 1 1 1 1 1 1 1 1
Neutron Torpedo R120 C16 (2) Range 1,200,000km TS: 26666 km/s Power 30-16 ROF 10 12 12 12 12 12 12 12 12 12 12
Fire Control S08 700-40000 lr (1) Max Range: 1,400,000 km TS: 40000 km/s 99 99 98 97 96 96 95 94 94 93
Fire Control S04 175-80000 pd (1) Max Range: 350,000 km TS: 80000 km/s 97 94 91 89 86 83 80 77 74 71
Vacuum Energy Power Plant Technology PB-0.75 AR-0 (1) Total Power Output 60 Armour 0 Exp 1%
Thermal Sensor TH1-75 (1) Sensitivity 75 Detect Signature 100: 7.5m km
Active Sensor MR1080-R0.3 (1) GPS 108 Range 1.1m km Resolution 0.3
Active Sensor MR18000-R10 (1) GPS 1800 Range 18.0m km Resolution 10
ECCM-10C (1) ECM 100
As a note, the 10 points of armor is only using about 25hs of the total and makes this ship well protected against most secondary weapons that would be used as point defense untill you are at point blank range.
And here is a very bare boned freighter, please look at the speed and fuel economy.
Freighter class Freighter 5250 tons 320 Crew 2345 BP TCS 105 TH 4000 EM 0
38095 km/s Armour 1 Shields 0-0 Sensors 1/0/0/0/0 Damage Control 0-0 PPV 0
Cargo 25000 Cargo Handling Multiplier 20 Replacement Parts 10
Photonic Drive EE0.1 AR-0 (1) Power 4000 Efficiency 0.10 Signature 4000 Armour 0 Exp 5%
Fuel Capacity 50,000 Litres Range 411.4 billion km (125 days at full power)
This design is classed as a freighter for maintenance purposes
If I wanted to build a small, stealthy ship for the purpose of scouting, I can't do it under 100hs. This is a little big for good stealth, especially the way you have revamped the active sensors. A good stealth ship should be smaller so it won't show up on the lower resolution, longer range search radar that ships will mount.
Brian
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Please make the engines at the higher tech levels be smaller. They are to big to make a decent small ship. A photonic drive is 40hs. That is to big for a small ship, and at that size it is to big for a gunboat as well. Even the preceding engines are to big for a gunboat as they are 20hs each. Could you please make the engine size stay stable and not grow as the tech level increases. You can still have the same power to weight ratio's and have a usefull increase in speed over time, but currently it is hard to build a high tech warship under 150hs. One engine is almost a quarter of the total volume.
Very good points. I have changed all engines to 5HS for v2.4
Steve
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Ask for confrmation when changing the assigned task force for a task group.
It is _extremely_ frustrating to click the wrong check box and loose all that hard earned training... 
Added for v2.4
Steve
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You might want to make Hydrogen gas have a colony multiplier of two like most of the other explosive gasses. I just realized that when I terraformed the planet and added oxygen that the atmosphere was 61% hydrogen and 5% oxygen. I think that is enough oxygen to make the hydrogen be a huge bomb just waiting for a small spark.
Added for v2.4
Steve
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Thanks for the changes.
Brian
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Some way to limit the duration of an order for ships. Here is the scenario that I have in mind. I have a squadron of ships assigned to a forward base near a politically sensitive system. I want them to be able to train as a squadron and have the admiral and staff aboard the ships. I also have the mainenance capability on the planet to keep them from running up time on their overhall clock, and to replace spares. What I would like to be able to do is set up two orders, one for fleet exercises that last 3 months, and one for staying at the planet for 9 months. Then hit the button that would cycle the two orders. This way I can have a fleet keep training without constantly having to micromanage the time spent training and at rest while the spares are replaced and the overhaul clock is rolled back. Currently I would set them to train, have to remember to order them to stop training after a few months, then order them to resume training, ect. This can be a bit tedious to say the least.
Thanks
Brian
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Some sort of confirmation if your industrial production order is for more than... 1000 or so...
(I added 20,000 PDCs. That button works great ;)
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2 suggestions:
1) On the galactic map, color the "WP Survey not complete" circle and the "jump gates in place" line in "WP Orange" from the system map. Which will help to reinforce the WP stuff is orange. (You might want to define the color as a constant then just use the constant, that way if you change your mind, you only have to change 1 color instead of searching for all the places you use it). This is a low-priority suggestion.
2) When a cybernetic team completes it's mission (there are no abandoned items left on the planet), fire an event off. Also a low-priority suggestion.
Pete
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Very very low priority.
Have the game on New Game creation, select a random starting year between say 2000 and 2500. Of course, leave the field to be modifyable still.
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Put a limit to the distance on the potential colony screen. It's depressing to see a 0.2 cost colony 22,000 AU from the primary
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Move the Geo Status button off the F9 screen. Mining tab of F2 would be nice 
Its also on the System Map window in v2.3. I have added it to the F2 window for v2.4
Steve
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Don't show Jump Gate components in the build queue until at least the first level of the construction component is researched.
I have added this to v2.4. A side-effect is that I have added code to restrict which planetary installations can be built, based on tech research. At the moment it is only jump gate components, which are linked to Jump Gate Construction Module 180. However, I could add tech requirements for other installations. For example, I think I will probably add an Improved Command and Control tech, which will be needed before you can build Sector Commands. I probably should link Fighter Factories to Fighter Design too but that will screw up the initial Create Race code.
Steve
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Put a limit to the distance on the potential colony screen. It's depressing to see a 0.2 cost colony 22,000 AU from the primary 
I have added an "Exclude Planets over 100 AU" option.
Steve
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Population and Production -> Shipyard tab: Set the default fleet to Shipyard TG.
Pete
Better - allow us to designate a default fleet for each planet (or shipyard under the new rules). 
Once you have more than 1 planet building ships it'll get real annoying for the second one to always be trying to add new ships to the fleet in the first system (or no fleet at all...)
You can set a default fleet for each shipyard in v2.4
Steve
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Option in the Commander search by ability to show only unassigned officers.
Added for v2.4
Steve
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Add Terraformer Installations to the planetary SM mods page (sorry if I missed a reason why they aren't there posted on the boards). 
Either include a sector command on the home world, or allow one to be added by the SM...
Both of these have been added to the SM Mods window for v2.4
Steve
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On the Ship text export button, maybe give an option to export with BBCode embedded, replacing the dashed lines with [code]
[/code]
Good idea! I have added a question after you hit the button, allowing the BBcode instead. Here is the first result of that change, using a single cut and paste from the text file to this post:
Hugin class Geosurvey Ship 2800 tons 220 Crew 488 BP TCS 56 TH 100 EM 0
1785 km/s Armour 1 Shields 0-0 Sensors 1/0/0/0/3 Damage Control 0-0 PPV 0
Replacement Parts 5
Nuclear Thermal Engine (4) Power 25 Efficiency 0.80 Signature 25 Armour 0 Exp 5%
Fuel Capacity 50,000 Litres Range 96.4 billion km (625 days at full power)
Geological Survey Sensors (3) 3 Survey Points
[code]Norrk
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Why not HTML encoding of the ship list? That would be real sweet 
I have never used HTML, but if you tell me how I can take a look at it.
Steve
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2 suggestions:
1) On the galactic map, color the "WP Survey not complete" circle and the "jump gates in place" line in "WP Orange" from the system map. Which will help to reinforce the WP stuff is orange. (You might want to define the color as a constant then just use the constant, that way if you change your mind, you only have to change 1 color instead of searching for all the places you use it). This is a low-priority suggestion.
I have changed the number icon showing the number of unexplored WP, the circle showing unexplored WP and the jump gate lines to "WP Orange".
Steve
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de-stickying.