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81
C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by Steve Walmsley on July 26, 2025, 06:05:46 PM »
The treeview is a Microsoft control and its not possible to insert images to the left of the node +/- symbol without taking over drawing responsibility from the control. Some form of text prefix or suffix like the jump-capability indicator is a lot easier.

Ahh, makes sense. Do you have access to a larger character set or just plain text? A lot of (A)'s and (I)'s or whatever at the front of fleet names might get visually busy. I think I'd still prefer it, personally, but maybe something non-alphabetical, at least like a _ for idle and > for active?

I used suffixes.
http://aurora2.pentarch.org/index.php?topic=13463.msg174083#msg174083
82
C# Mechanics / Re: v2.6.0 Changes List
« Last post by Steve Walmsley on July 26, 2025, 05:59:27 PM »
Fleet Treeview Suffixes

On the Naval Organization window, you can toggle suffixes to show whether a fleet has movement orders, one or more ships in overhaul or has one or more jump-capable ships.
  • Overhauls have a [OV] suffix.
  • Movement Orders have an [MO] suffix.
  • Jump Drives have [JM] for military, [JC] for commercial and [JB] for both.
The toggles are stored at the game level and retain their status on save.

83
C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by RocketPapaya on July 26, 2025, 05:25:51 PM »
The treeview is a Microsoft control and its not possible to insert images to the left of the node +/- symbol without taking over drawing responsibility from the control. Some form of text prefix or suffix like the jump-capability indicator is a lot easier.

Ahh, makes sense. Do you have access to a larger character set or just plain text? A lot of (A)'s and (I)'s or whatever at the front of fleet names might get visually busy. I think I'd still prefer it, personally, but maybe something non-alphabetical, at least like a _ for idle and > for active?
84
C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by Steve Walmsley on July 26, 2025, 05:11:25 PM »
A follow order for waypoints. Should be simple but allows for much more convenient move orders for the fleet, all you would need to do is move the waypoint.

That would allow stacking missile salvos, which would be overpowered.
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by Steve Walmsley on July 26, 2025, 05:10:10 PM »
I've been thinking it would be very nice to have an "at a glace" update on my fleets' status in the Naval Organization window, especially as my extrasolar colonies spiderweb out and I want to get my logistics set up and running well. So I whipped up this little example of appending some small symbols ahead of the fleet name to show whether that fleet is currently under orders.

I would precaution against adding any more information density than a simple binary like this - my intent here is to instantly acquire simple information on many separate fleets at once, the per-fleet order screen will of course offer the full information.

There's probably better options for the specific symbols. I did a simple double-chevron "move" symbol for Active fleets for example even though FDF Platforms 1 x6, while Active, is stationary while loading ordnance. Similarly the "orbit" symbol I drew for Idle fleets might not be the most precise when a fleet is idle but not in orbit of anything.

One additional small detail I want to point out was copying the status symbol into the description bar up top. Hopefully this would serve to signpost players as to the meaning behind it when they see it in additional context like that.

The treeview is a Microsoft control and its not possible to insert images to the left of the node +/- symbol without taking over drawing responsibility from the control. Some form of text prefix or suffix like the jump-capability indicator is a lot easier.
86
C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by nmbpjnwwbt on July 26, 2025, 04:21:51 PM »
Delete salvo button deleting all selected missiles instead of just one entry.
87
C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by nmbpjnwwbt on July 26, 2025, 02:52:37 PM »
A follow order for waypoints. Should be simple but allows for much more convenient move orders for the fleet, all you would need to do is move the waypoint.
88
C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by nuclearslurpee on July 26, 2025, 02:39:30 PM »
Not a bug but something I would really appreciate: a follow order for waypoints. Should be simple but allows for much more convenient move orders for the fleet, all you would need to do is move the waypoint.

We have a Suggestions Thread
89
C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by RocketPapaya on July 26, 2025, 01:47:04 PM »
I've been thinking it would be very nice to have an "at a glace" update on my fleets' status in the Naval Organization window, especially as my extrasolar colonies spiderweb out and I want to get my logistics set up and running well. So I whipped up this little example of appending some small symbols ahead of the fleet name to show whether that fleet is currently under orders.

I would precaution against adding any more information density than a simple binary like this - my intent here is to instantly acquire simple information on many separate fleets at once, the per-fleet order screen will of course offer the full information.

There's probably better options for the specific symbols. I did a simple double-chevron "move" symbol for Active fleets for example even though FDF Platforms 1 x6, while Active, is stationary while loading ordnance. Similarly the "orbit" symbol I drew for Idle fleets might not be the most precise when a fleet is idle but not in orbit of anything.

One additional small detail I want to point out was copying the status symbol into the description bar up top. Hopefully this would serve to signpost players as to the meaning behind it when they see it in additional context like that.
90
C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by Walter on July 26, 2025, 10:50:04 AM »
Currently we can assign one governor per colony.
Which means I end up with a very large number of unassigned civilian admins who don't do anything at all for their entire careers.

Why not allow us to assign more governors?
For any bonus type, the colony could simply use the max bonus from the assigned governors.

Perhaps an installation is required for each governor slot after the first.
I'm thinking it should be big and expensive, to make it a non-trivial decision. Maybe akin to a Sector Command.
Maybe it also requires workers, so that you can't just flood every new colony with a governor for every bonus.

The first thing that comes to my mind is "design by committee".

Maybe you have to build a slot for each bonus (think science department, CIC and so on) and each governor who has that bonus but is assigned to another slot has a chance to reduce the bonus of the governor that actually is assigned to that slot - meddling in the other guy's department, making them look bad to look better themselves.
If there is no slot for a particular bonus, the governor who has that bonus at the highest level is applied at a reduced value and the others may sabotage them as before.

In the next step you would want methods to specialize your governors - fewer bonus values to prevent them from messing up their colleagues' work.
Of course when it comes to getting new colonies on their feet you might need those generalists again.
Or you introduce political parties, where it becomes less likely, that governors from the same party would sabotage each other (still happens - just look at the news - but less often).
This could also happen in reverse, when two governors really like each other and are working together to look better by doing better jobs (outlandish concept, but here you have it).

Shutting up now.



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