Author Topic: C# Suggestions  (Read 304911 times)

0 Members and 3 Guests are viewing this topic.

Offline SerBeardian

  • Warrant Officer, Class 1
  • *****
  • Posts: 75
  • Thanked: 37 times
Re: C# Suggestions
« Reply #180 on: April 16, 2020, 05:27:57 AM »
I have two suggestions:

1) A Damage % readout in Fleet View showing how many HTK of destroyed components a ship has lost, to go with the other status readouts. Would make it a little easier to find out if there are any damaged ships without relying on the Repair Report.

2) A list of unfulfilled contracts in the Civilian Economy Tab, so that we can see at a glance what contracts are missing their supply/demand orders, and can apply them to a colony with fewer clicks. Selecting an unfulfilled contract and clicking Add Demand/Add Supply would automatically add the appropriate supply/demand order for the selected colony to fulfill the selected order.
 
The following users thanked this post: Alsadius

Offline Agoelia

  • Chief Petty Officer
  • ***
  • A
  • Posts: 31
  • Thanked: 5 times
Re: C# Suggestions
« Reply #181 on: April 16, 2020, 05:57:54 AM »
In new game settings, max and min NPR distance should be in jumps, not in light years.
The actual distance in light years is useless from a gameplay perspective, and it's also hard to estimate exactly how many jumps away the NPRs will be.
Furthermore, if it was in jumps, it would also be usable in Not Real Stars games. As far as I understand it, min and max NPR distance has no effect in Not Real Stars games.

And, if min distance was set to 0 jumps, maybe there should be a chance for NPRs to spawn inside the solar system, maybe on Mars, Venus or Titan.




In the research screen, it should be possible to "move down in queue" research that are currently being researched.
The industry queue already works like that.
It would make switching the current research much easier and faster, because we don't have to scrap and rebuild the entire queue every time.
 
The following users thanked this post: Earthrise

Offline Shadow

  • Commander
  • *********
  • Posts: 360
  • Thanked: 46 times
Re: C# Suggestions
« Reply #182 on: April 16, 2020, 06:12:03 AM »
The ability to import/export "packs" of medals and awards with their points, descriptions and pictures.

The ability to import/export ground formation templates

I fully support this.
 
The following users thanked this post: GL, TMaekler, Awazruk

Offline TMaekler

  • Vice Admiral
  • **********
  • Posts: 1113
  • Thanked: 300 times
Re: Explore Unexplored Jump Point
« Reply #183 on: April 16, 2020, 06:16:49 AM »
A standing Orderer for "Explore Unexplored Jump Point" which finds the nearest unexplored jump point and well. . .  explores it. . .  Would be amazing!

This along with overhauling that refills supplies would allow me to FULLY automate exploration hahaha, i can't see that going badly. . . can you?
If it would be possible to fully automate exploration, I was wondering if some kind of log message should be given by such exploration vessels for cases when they use over, let’s say, 75% of their fuel to move between exploration goals and refuel / resupply stations.

Example: a ship auto explores and hits the „less then 50%“ mark, auto returns to refuel and goes back exploring. After arriving back at the exploration Point the engineer states to the captain, that both flights back home and back to here took 75% of their total fuel. Of course in between it had been refueled, but nevertheless, both flights together make it eventually a bit inefficient. So a warning in the log for the player would be nice to stop that exploration or initiate creating a fuel depot somewhere in that are, to further exploration.
 

Offline MinuteMan

  • Chief Petty Officer
  • ***
  • M
  • Posts: 36
  • Thanked: 15 times
Re: C# Suggestions
« Reply #184 on: April 16, 2020, 07:48:15 AM »
Regarding the research queue

1. It would be awesome if you could add multiple items to the queue at once.
2. Sort the research queue by researcher and then by the research order
 

Offline Zhatelier

  • Chief Petty Officer
  • ***
  • Posts: 46
  • Thanked: 19 times
Re: C# Suggestions
« Reply #185 on: April 16, 2020, 08:52:39 AM »
I'm sure this has been suggested and discussed before, but I really hope the linking of a JP to a certain system in SM Mode will be added soon. My reasons for this are primarily selfish: I have plans for a custom galaxy with 50+ systems all forming a closed system and manual linking would make my job a lot easier. With the current tools, I can most likely still achieve it, but it may end up being highly time-consuming. I do realize that it probably won't, nor should, be a priority over important bugfixes and implementing it may not be as easy as it might sound. I simply wanted to voice my wish for it to be implemented sooner rather than later  ;)
 
The following users thanked this post: TMaekler

Offline Kashada

  • Petty Officer
  • **
  • K
  • Posts: 25
  • Thanked: 9 times
Re: C# Suggestions
« Reply #186 on: April 16, 2020, 10:23:27 AM »
First off great game and thank you for making it available, your amazing!

Secondly my suggestion is a minor one but could we get some sort of dead weight module for ships.  Purely so my OCD doesn't get triggered by a ship coming in at 29,994 tons :)

But as a more practical reason it might be helpful to add say 1, 10, 100 & 1000 ton dead weight modules is it would the design of ships with dedicated upgrade slots.  This would be much more appealing at least RP wise when say a ship goes in for a sensor upgrade and comes out the refit same tonnage.
 
The following users thanked this post: firsal

Offline DFNewb

  • Captain
  • **********
  • D
  • Posts: 508
  • Thanked: 103 times
Re: C# Suggestions
« Reply #187 on: April 16, 2020, 10:24:59 AM »
First off great game and thank you for making it available, your amazing!

Secondly my suggestion is a minor one but could we get some sort of dead weight module for ships.  Purely so my OCD doesn't get triggered by a ship coming in at 29,994 tons :)

But as a more practical reason it might be helpful to add say 1, 10, 100 & 1000 ton dead weight modules is it would the design of ships with dedicated upgrade slots.  This would be much more appealing at least RP wise when say a ship goes in for a sensor upgrade and comes out the refit same tonnage.

Just add tiny fuel and engineering components and edit deployment time with decimals.
 

Offline Garfunkel

  • Registered
  • Admiral of the Fleet
  • ***********
  • Posts: 2928
  • Thanked: 1181 times
Re: C# Suggestions
« Reply #188 on: April 16, 2020, 10:43:32 AM »
It affects armour calculation as well, so it's not as simple as adjusting tonnage. Hence why it's probably best to fiddle with deployment times and the fighter/tiny sized fuel/engineering modules.
 

Offline Nori

  • Bug Moderators
  • Lt. Commander
  • ***
  • Posts: 234
  • Thanked: 43 times
  • Discord Username: Nori Silverrage
Re: C# Suggestions
« Reply #189 on: April 16, 2020, 10:47:32 AM »
Not sure if this was suggested (or possibly can be done but I don't know how) but it'd be nice to be able to select multiple ground units to move under a HQ and multiple ships to move under a fleet.
 

Offline Doren

  • Sub-Lieutenant
  • ******
  • D
  • Posts: 137
  • Thanked: 34 times
Re: C# Suggestions
« Reply #190 on: April 16, 2020, 10:49:56 AM »
Maybe once a design is locked it would list the tonnage as a rounded out value while actually keeping the actual tonnage and size. Kind of as a stamp "This ship is 15 000 ton ship that we made" instead of "Well technically it is just shy of 15 000 tons a 14 999,87779 to be exact"
 

Offline Barkhorn

  • Commodore
  • **********
  • B
  • Posts: 731
  • Thanked: 135 times
Re: C# Suggestions
« Reply #191 on: April 16, 2020, 11:28:07 AM »
I would very much like an option to automate where your fleet's escorts went.  In VB6, we had the ability to set what bearing the escorts stayed at with respect to the main fleet.  Most battles seem to be fought between one fleet that was already in a system and another that just jumped in.  So most fire should be going towards or away from the sun.  In other words, fire tends to generally follow lines of longitude.  So there's not much point in having your escorts along lines of latitude.  Basically instead of maintaining a bearing with respect to the parent fleet, I'd like the option to have them maintain a bearing with respect to the sun.

I hope I explained this clearly.
 

Offline Droll

  • Vice Admiral
  • **********
  • D
  • Posts: 1721
  • Thanked: 608 times
Re: C# Suggestions
« Reply #192 on: April 16, 2020, 11:54:15 AM »
Not sure if this was suggested (or possibly can be done but I don't know how) but it'd be nice to be able to select multiple ground units to move under a HQ and multiple ships to move under a fleet.

You can do this with ships. Instead of highlighting in the OOB highlight them in the shiplist of whatever fleet they are in, make a new fleet and they should all be in this fleet. Then move that fleet under the fleet you want them to be under.
 

Offline Aloriel

  • Lt. Commander
  • ********
  • Posts: 201
  • Thanked: 98 times
Re: C# Suggestions
« Reply #193 on: April 16, 2020, 12:40:29 PM »
Can we get an event differentiation between "long term medical problem" and "death"?

Long term medical problems don't bother me. Death is a critical issue that requires a replacement officer, or worse, administrator.
Sarah
Game Developer in Unity and UE4 and 5
 
The following users thanked this post: Alsadius, Earthrise

Offline Erik L

  • Administrator
  • Admiral of the Fleet
  • *****
  • Posts: 5670
  • Thanked: 390 times
  • Forum Admin
  • Discord Username: icehawke
Re: C# Suggestions
« Reply #194 on: April 16, 2020, 12:47:12 PM »
Can we get an event differentiation between "long term medical problem" and "death"?

Long term medical problems don't bother me. Death is a critical issue that requires a replacement officer, or worse, administrator.

Technically, they are both long term medical issues. Just one is more... permanent :D