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91
C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last 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.
92
C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by Mint Keyphase on June 01, 2025, 10:25:23 PM »
Tech tree and the option to quickly queue research along a branch?
93
C# Mechanics / Re: v2.6.0 Changes Discussion Thread
« Last post by nuclearslurpee on June 01, 2025, 07:43:30 PM »
There's also an option to spawn Precursor ships as wrecks that would reactivate upon salvage attempts or when the awakening comes, however this might actually provide too much information about the coming threat and make things too predictable. However, random derelict wrecks in general are something that's really missing from the game, in my opinion. We can already find ruins of clearly interstellar civilizations, with two or three systems having been colonized by the same race prior to its extinction, but there's not a single shipwreck to be found!

Maybe they've all been mopped up by the Invaders (who are responsible for the downfall of all prior civilizations in the lore, if memory serves me right?) but it really doesn't have to be that way, encountering actual traces of the extinct empires' navies would add so much character to the game, not to mention interesting salvaging opportunities for the player or for the certain ever-ravenous spoiler.
Wouldn't the ancient shipwrecks have already been salvaged by the Raiders? That might have been how they were sustaining their economies after the Fall. You could even posit that the Raiders are the last remaining survivors of the prior age, which would fit their Dark Eldar inspiration.

This could actually be pretty cool. If the player discovers a system with derelict wrecks, they have to race against time to salvage the wreck before the Raiders find it or else commit to defending the system to avoid giving the Raiders a jump boost.

Of course, I see no problem with presuming that the Raiders missed a few here and there to justify the wrecks still being present.
94
C# Mechanics / Re: v2.6.0 Changes Discussion Thread
« Last post by gpt3 on June 01, 2025, 07:17:20 PM »
There's also an option to spawn Precursor ships as wrecks that would reactivate upon salvage attempts or when the awakening comes, however this might actually provide too much information about the coming threat and make things too predictable. However, random derelict wrecks in general are something that's really missing from the game, in my opinion. We can already find ruins of clearly interstellar civilizations, with two or three systems having been colonized by the same race prior to its extinction, but there's not a single shipwreck to be found!

Maybe they've all been mopped up by the Invaders (who are responsible for the downfall of all prior civilizations in the lore, if memory serves me right?) but it really doesn't have to be that way, encountering actual traces of the extinct empires' navies would add so much character to the game, not to mention interesting salvaging opportunities for the player or for the certain ever-ravenous spoiler.
Wouldn't the ancient shipwrecks have already been salvaged by the Raiders? That might have been how they were sustaining their economies after the Fall. You could even posit that the Raiders are the last remaining survivors of the prior age, which would fit their Dark Eldar inspiration.
95
General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by paolot on June 01, 2025, 10:08:43 AM »
To increase the Intelligence of an ELINT ship, which "Command and Control" module should I add to the ship? or do we need a new one?
96
Wiki / Re: Could not access wiki
« Last post by paolot on June 01, 2025, 09:46:55 AM »
Also for me.
97
C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last 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.
98
Wiki / Re: Could not access wiki
« Last post by ulture on June 01, 2025, 09:36:34 AM »
Same, it's been that way for several weeks. Tried emailing the address on the error page but it bounced.
99
C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last 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.
100
C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last 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.
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