Author Topic: Suggestions for 3.3  (Read 16592 times)

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Offline simon

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Re: Suggestions for 3.3
« Reply #135 on: February 24, 2009, 03:17:14 AM »
Quote from: "waresky"
Hand raised ONE!mine:)
Agree..

And..STEVE...can u prepare an grahpical represntation when an Missile or an beam struck the target?:)..
And when an ship explode? can we LOOK effects?:)
:| I do not think 2d displays can do aurora justice, hopefully in the future you can have a usb plug on your head or at least holograms displays to truly enjoy the game.
I was thinking more along the line where number cannot really allow you to understand progress such as month to month economic growth or comparing planetary  emissions and other unwieldy metrics.
 

Offline waresky

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Re: Suggestions for 3.3
« Reply #136 on: February 24, 2009, 08:52:07 AM »
Am an older (Elder) RolePlayers from 1979 (15 years old) with Traveller..so in my mind r all the universe,r a simple funny words.
:)
Aurora r perfect for me,only am loving an Exagonal Map in Galactic..(one time ive questioning upon,Steve,never show answer)
 

Offline Erik L

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Re: Suggestions for 3.3
« Reply #137 on: February 24, 2009, 01:07:15 PM »
Quote from: "waresky"
Am an older (Elder) RolePlayers from 1979 (15 years old) with Traveller..so in my mind r all the universe,r a simple funny words.
:)
Aurora r perfect for me,only am loving an Exagonal Map in Galactic..(one time ive questioning upon,Steve,never show answer)

I don't think there is much need for a hex map because everything is recorded positionally.

If you are talking about icons for gas giants, etc... that I can see.

Offline waresky

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Refuel a Colony who lack on SORIUM
« Reply #138 on: February 24, 2009, 01:07:46 PM »
Steve.
Ive some SOlar system who lack completely on SORIUM on planets surface..BUT are full of them in GAS giants.
1)For a good colony Sorium are strategical,so am build Fuel harvester and put in orbit around the Gas Giant..
BUT
2)FH task group NEED an supplementary COMMAND LINE:"when fuel tanks r FULL,goto Main Planet and unload 90%,then return Gas Giants Orbit"

In this we can setup a very intelligence colonization on far and poor solar systems..otherwise r very difficult manage it.

hope u understand what am try to mean:)
« Last Edit: February 24, 2009, 01:09:34 PM by waresky »
 

Offline Erik L

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Re: Refuel a Colony who lack on SORIUM
« Reply #139 on: February 24, 2009, 01:09:22 PM »
Quote from: "waresky"
Steve.
Ive some SOlar system who lack completely on SORIUM on planets surface..BUT are plenty of them in GAS giants.
1)For a good colony Sorium are strategical,so am build Fuel harvester and put in orbit around the Gas Giant..
BUT
2)FH task group NEED an supplementary COMMAND LINE:"when fuel tanks r FULL,goto Main Planet and unload 90%,then return Gas Giants Orbit"

In this we can setup a very intelligence colonization on far and poor solar systems..otherwise r very difficult manage it.

hope u understand what am try to mean:)

You mean instead of (or in addition to) "Go to nearest colony and unload 90% fuel" have "go to homeworld (or sector capital) and unload 90% fuel"?

Offline waresky

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Re: Suggestions for 3.3
« Reply #140 on: February 24, 2009, 01:11:17 PM »
the command "unload 90%..." still exist (am setup FH as "tanker")...BUT we lack a important command line: WHEN this damned FH are full..MOVE her ass AND unload 90% fuel"..

understand?:)
 

Offline Charlie Beeler

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Re: Suggestions for 3.3
« Reply #141 on: February 24, 2009, 01:56:17 PM »
Quote from: "waresky"
the command "unload 90%..." still exist (am setup FH as "tanker")...BUT we lack a important command line: WHEN this damned FH are full..MOVE her ass AND unload 90% fuel"..

understand?:)


Use conditional "when fuel tanks are full"  to execute the unload 90% order.
Amateurs study tactics, Professionals study logistics - paraphrase attributed to Gen Omar Bradley
 

Offline waresky

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Re: Suggestions for 3.3
« Reply #142 on: February 24, 2009, 02:40:34 PM »
oh my..true,ty charl..
hmmm..but when the conditional r be satisfactions..how i can return "automatically" at older position around the gas giant?..hmm..i can give an recurrent order: "Enter orbit "xxx" (and repeat orders automatically?)..
so when Tank Fuel r full..subroutine on..but when tank r unloaded from 90%..ahhh..
AM must try to all
 

Offline waresky

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Re: Suggestions for 3.3
« Reply #143 on: February 24, 2009, 02:47:54 PM »
OK..one of mine FH follow "conditional" and are en route to an Colony..then ive show on command orders..and am show the after:"enter orbit xxx"..hmmm..probably am found a damned automatic refuel colony solutions:)
Ty v much mate
A little trouble..in a Solar System can have more than 1 main colony..SO the conditional orders ("fuel tank full">>"unload 90%..") are TOO generic.

pls implement a conditional more specifically: "Unload at >25 ,or >100 ,or >200million pop Colony..or "Main Colony" or "Spaceport Colony" and so on.
 

Offline backstab

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Re: Suggestions for 3.3
« Reply #144 on: February 24, 2009, 03:26:31 PM »
Scroll bars for the Officers screen would be good.
Move foward and draw fire
 

Offline Sotak246

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Re: Suggestions for 3.3
« Reply #145 on: February 24, 2009, 09:36:12 PM »
In the task force commands you have as a possible command 'detach tankers'.  I would like to see a similar command but for jumpships.  I regularly put unarmored jumpships in my patrol fleets for faster, cheaper travel (assault fleets use specialized warships), but would like a quick way to detach them when they get to their destination.  I have tried using that command and since my jumpships are tankers as well, but for some reason, unless I rename the fleet it forms it will not allow any jump movement.  example:  Patrol A transits a jump point and detaches tankers/jumpships (tanker I), which stays on the jp.  Theoreticaly any ships should be able to transit the jp using that jumpship.  Unfortunatly the game seems to think that since I detached "tankers" then it can't be a jumpship as well and will not allow it to assist in transits.
Mark
 

Offline waresky

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MARS update:)
« Reply #146 on: February 27, 2009, 11:40:21 PM »
Show the real life news,Steve,u can chaange some in Mars geology?

Methane on atmosf.-.-
H2O
...
 

Offline welchbloke

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Re: Suggestions for 3.3
« Reply #147 on: February 28, 2009, 05:36:55 AM »
Quote from: "backstab"
Scroll bars for the Officers screen would be good.
A vote from me for this as well; I believe Steve mentioned he was going add scroll bars to a bunch of windows for the next version?
Welchbloke
 

Offline Brian Neumann

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Re: Suggestions for 3.3
« Reply #148 on: February 28, 2009, 07:16:54 AM »
In the officer screen when picking reasearch as the Ability A, can you add the different subfields as options in the ability B field.  I often find myself looking through multiple officers for the reasearch bonus that I want.  At the start of a game it is no big deal, but after 30 years and about 3000 officers it takes a while for each one to show.

I may have already asked for this, if so sorry for the repeat.

Brian
 

Offline waresky

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Re: Suggestions for 3.3
« Reply #149 on: February 28, 2009, 01:36:50 PM »
Quote from: "Brian"
In the officer screen when picking reasearch as the Ability A, can you add the different subfields as options in the ability B field.  I often find myself looking through multiple officers for the reasearch bonus that I want.  At the start of a game it is no big deal, but after 30 years and about 3000 officers it takes a while for each one to show.

I may have already asked for this, if so sorry for the repeat.

Brian
Quote
ive narrow to 2500Officers..and have Ages before am check every damned officers..
And coming some bugs,in Team options...:S srry for Out of topic.But hope steve take some "lite" operation to better performance on Officer "bar"_:)