Author Topic: 3.1 Suggestions  (Read 10915 times)

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Offline Erik L

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« Reply #45 on: June 05, 2008, 05:14:47 PM »
There needs to be a way to see the specifications of missiles, especially recovered Precursor missiles.
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »
 

Offline Father Tim

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« Reply #46 on: June 05, 2008, 05:29:07 PM »
Quote from: "Erik Luken"
A way during system creation to force a habitable planet to exist. Maybe a "Make Habitable" button that changes the atmo to an oxy/nitro mix.


Any planet/moon/asteroid with gravity in the racial acceptable range can be brute-forced into habitable (Colony Cost 0.0) with SM Mode.  Toss down a 0 pop colony, go to the Colony (F2) screen, choose the Terraforming tab, zero-out the existing atmosphere, throw in the appropriate Oxy/Nitro mix (20/80 for Humans), add 'Safe Greenhouse gas' or 'Anti-Greenhouse Gas' until the temperature hits the proper range, and, if neccessary, adjust the the Oxy/Nitro mix to get the atmospheric pressure and oxygen percentage back into the tolerable range.  Delete colony if neccessary.
« Last Edit: December 31, 1969, 06:00:00 PM by Father Tim »
 

Offline Erik L

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« Reply #47 on: June 05, 2008, 10:23:53 PM »
Quote from: "Father Tim"
Quote from: "Erik Luken"
A way during system creation to force a habitable planet to exist. Maybe a "Make Habitable" button that changes the atmo to an oxy/nitro mix.

Any planet/moon/asteroid with gravity in the racial acceptable range can be brute-forced into habitable (Colony Cost 0.0) with SM Mode.  Toss down a 0 pop colony, go to the Colony (F2) screen, choose the Terraforming tab, zero-out the existing atmosphere, throw in the appropriate Oxy/Nitro mix (20/80 for Humans), add 'Safe Greenhouse gas' or 'Anti-Greenhouse Gas' until the temperature hits the proper range, and, if neccessary, adjust the the Oxy/Nitro mix to get the atmospheric pressure and oxygen percentage back into the tolerable range.  Delete colony if neccessary.


Yah... that's the easy way... lol

I mean prior to race creation.
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »
 

Offline Father Tim

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« Reply #48 on: June 06, 2008, 11:52:01 AM »
Use the SM race, then delete the colony.
« Last Edit: December 31, 1969, 06:00:00 PM by Father Tim »
 

Offline Erik L

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« Reply #49 on: June 06, 2008, 02:44:10 PM »
Quote from: "Father Tim"
Use the SM race, then delete the colony.


That's a possibility...
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »
 

Offline MWadwell

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« Reply #50 on: June 09, 2008, 05:16:27 PM »
Quote from: "Haegan2005"
majes sense and should be relatively easy  to do. However, the ind and mine tabs are jam packed with info already. Where to put them?

Quote from: "MWadwell"
What about allowing unused population (i.e. population not assigned to a task) to have the same ability as a construction factory/mines.

E.g. for every 500k of unused population, you have the equivalent of an extra "free" CF and mine.

In this way, you have civilisations that have just discovered non-neutonian minerals can start mining and construction to build a non-neutonian economy (otherwise you have the catch-22 situation, where you need non-neutonian minerals to start getting/using non-neutonian minerals).

For races that already have the ability to get/use non-neutonian minerals, this will have only a small effect, as you are often in the situation where you:
a) only have small colonies (in which case you only get one or two "free" mines/CF anyway)
b) have an established colony, that already has mines/CF's (in which case the extra "free" mines/CF only add a few percentage increase to the amount mined/used)
c) have a homeworld with a huge free population, in which case the planet is almost always going to be mined out (and so the extra "free" mines aren't being used), and already has a large number of CF's (in which case the extra "free" CF's only add a relatively small increase to the construction ability of the planet).

Comments?


Why not put a small note after the "free population" amount on the colony page, and then invisibly add them to the number of mines on the minerals page and CF's on the construction page.....
« Last Edit: December 31, 1969, 06:00:00 PM by MWadwell »
Later,
Matt
 

Offline Erik L

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« Reply #51 on: June 09, 2008, 07:29:44 PM »
In the economics screen, some designation for sector HQ planets on the list of colonies.
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »
 

Offline Erik L

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« Reply #52 on: June 12, 2008, 07:13:14 PM »
Whatever happened last night (and still no reply from the host) ate a post of mine in here.

I'd suggested that Fleet initiative be used as a potential skill for placing officers in the automated process. Also, political influence should probably play a part if it does not already.

I was thinking, instead of a percentage (or maybe in addition to), political influence is a finite resoure for the officer. If the officer gets promoted due to influence, then his influence gets reduced (he called in favors). The influence builds up over time again with a higher rating meaning a faster recovery.
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »
 

Offline Erik L

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« Reply #53 on: June 16, 2008, 04:35:07 PM »
More conditional orders for task groups :)
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »
 

Offline Erik L

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« Reply #54 on: June 19, 2008, 02:20:41 PM »
Ability to sort the F6 screen by class.
« Last Edit: December 31, 1969, 06:00:00 PM by Erik Luken »
 

Offline ShadoCat

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« Reply #55 on: July 03, 2008, 07:50:24 PM »
Terraforming:

Maybe have a check box to have the system automatically produce gases that will move the planet to ideal.  It seems to me that it should be pretty easy to program it to run through gas additions and deletions, check against turn length and see which addition or deletion would have the biggest impact on the habitability rating.  That way, you can fire and forget.
« Last Edit: December 31, 1969, 06:00:00 PM by ShadoCat »
 

Offline waresky

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« Reply #56 on: July 09, 2008, 10:35:26 AM »
Quote from: "sloanjh"
Can we have a "show obsolete" checkbox on the Class Design (F5) screen?  If unchecked, classes with the "obsolete" box checked would be filtered out of the pulldown list.

I just switched all my designs to a new armor type - there are now twice as many classes to chose from in my pulldown (only 1/2 of which I care about) :-)

Thanks,
John


third:)
« Last Edit: December 31, 1969, 06:00:00 PM by waresky »
 

Offline SteveAlt

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« Reply #57 on: July 13, 2008, 05:16:04 PM »
Quote from: "waresky"
Quote from: "sloanjh"
Can we have a "show obsolete" checkbox on the Class Design (F5) screen?  If unchecked, classes with the "obsolete" box checked would be filtered out of the pulldown list.

I just switched all my designs to a new armor type - there are now twice as many classes to chose from in my pulldown (only 1/2 of which I care about) :-)
third:)

This change was included in v3.1

Steve
« Last Edit: December 31, 1969, 06:00:00 PM by SteveAlt »
 

Offline sloanjh

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« Reply #58 on: July 13, 2008, 11:59:13 PM »
Quote from: "SteveAlt"
Quote from: "waresky"
Quote from: "sloanjh"
Can we have a "show obsolete" checkbox on the Class Design (F5) screen?  If unchecked, classes with the "obsolete" box checked would be filtered out of the pulldown list.

I just switched all my designs to a new armor type - there are now twice as many classes to chose from in my pulldown (only 1/2 of which I care about) :-)
third:)
This change was included in v3.1

Steve

Cool - Thanks!!

John
« Last Edit: December 31, 1969, 06:00:00 PM by sloanjh »
 

Offline Father Tim

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« Reply #59 on: July 14, 2008, 09:26:36 AM »
Having just set up a machine race NPR, I noticed that there isn't really an appropriate commander name theme for machine/cyborg/computer races.  Any chance we could get some sort of number-letter combo that looks like an ID code, or even just some sort of incrementing counter.  Heck, license plate numbers work great, just ask George Lucas.
« Last Edit: December 31, 1969, 06:00:00 PM by Father Tim »