Author Topic: Suggestions Thread for v2.4.0  (Read 67240 times)

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Offline nuclearslurpee

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Re: Suggestions Thread for v2.4.0
« Reply #540 on: July 28, 2024, 03:26:35 PM »
I suppose I'm obligated to ask: a SM way to transfer officers to another empire, and an SM way to transfer colonies to another empire.

It's a recurring suggestion, but it's one that I'd benefit greatly from.

Colony transfer is the final frontier for multiple-player-race campaigns. @Steve plz
 

Offline Steve Walmsley (OP)

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Re: Suggestions Thread for v2.4.0
« Reply #541 on: July 29, 2024, 05:28:17 AM »
 
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Offline Steve Walmsley (OP)

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Re: Suggestions Thread for v2.4.0
« Reply #542 on: July 29, 2024, 05:29:00 AM »
I suppose I'm obligated to ask: a SM way to transfer officers to another empire, and an SM way to transfer colonies to another empire.

It's a recurring suggestion, but it's one that I'd benefit greatly from.

Colony transfer is the final frontier for multiple-player-race campaigns. @Steve plz

I didn't realise this wasn't available - it was already coded except for the UI :)
 
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Offline Ush213

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Re: Suggestions Thread for v2.4.0
« Reply #543 on: July 29, 2024, 09:29:42 AM »
Hi Steve

Not for this patch but would you consider dedicating a patch to just QOL improvements. No new features per say just adjustments to what is already there.

Creating a new thread for just QOL suggestions to get focused ideas from the community could help.

New menus or templates options,  potential ways to reduce repetitive mouse clicks that sort of stuff.

« Last Edit: July 29, 2024, 09:31:13 AM by Ush213 »
 

Offline Steve Walmsley (OP)

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Re: Suggestions Thread for v2.4.0
« Reply #544 on: July 30, 2024, 03:21:55 AM »
Hi Steve

Not for this patch but would you consider dedicating a patch to just QOL improvements. No new features per say just adjustments to what is already there.

Creating a new thread for just QOL suggestions to get focused ideas from the community could help.

New menus or templates options,  potential ways to reduce repetitive mouse clicks that sort of stuff.

I'm not organized enough to do that :)

Updates tend to get done when:
  • I need them for my own campaigns
  • I see a good suggestion that is quick to implement
  • I have a burst of enthusiasm and start reading through the suggestions list
  • I decide that something isn't working well, or I am persuaded by players, and I work on a major update, like the recent missile changes
QoL changes tend to be done as a result of one of the above triggers. Aurora is a hobby, so I don't take a planned or rigourous approach. I program when I am in the mood for it and usually work on things that I find interesting - unless there is a major issue that needs fixing.
 
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Offline Ush213

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Re: Suggestions Thread for v2.4.0
« Reply #545 on: July 30, 2024, 07:36:38 AM »
Hi Steve

Not for this patch but would you consider dedicating a patch to just QOL improvements. No new features per say just adjustments to what is already there.

Creating a new thread for just QOL suggestions to get focused ideas from the community could help.

New menus or templates options,  potential ways to reduce repetitive mouse clicks that sort of stuff.

I'm not organized enough to do that :)

Updates tend to get done when:
  • I need them for my own campaigns
  • I see a good suggestion that is quick to implement
  • I have a burst of enthusiasm and start reading through the suggestions list
  • I decide that something isn't working well, or I am persuaded by players, and I work on a major update, like the recent missile changes
QoL changes tend to be done as a result of one of the above triggers. Aurora is a hobby, so I don't take a planned or rigourous approach. I program when I am in the mood for it and usually work on things that I find interesting - unless there is a major issue that needs fixing.

Ok thanks.

Hope the camping is going well also.
 

Offline skoormit

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Re: Suggestions Thread for v2.4.0
« Reply #546 on: July 31, 2024, 09:39:27 AM »
What about an Econ tab similar to Empire Mining, but for research?
Show all projects underway, lab assignments, etc. at all colonies.
Would make it easier to keep track of research efforts when you've distributed a lot of labs to various construct locations.
 
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Offline Steve Walmsley (OP)

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Re: Suggestions Thread for v2.4.0
« Reply #547 on: August 01, 2024, 05:06:46 AM »
What about an Econ tab similar to Empire Mining, but for research?
Show all projects underway, lab assignments, etc. at all colonies.
Would make it easier to keep track of research efforts when you've distributed a lot of labs to various construct locations.

Added an 'Empire' view for v2.6
http://aurora2.pentarch.org/index.php?topic=13463.msg170890#msg170890
 
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Offline Kaiser

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Re: Suggestions Thread for v2.4.0
« Reply #548 on: August 01, 2024, 05:55:23 AM »
Would It be possible to add a drop down menu for each body that has colony established, in order to select the "role" of that body? And then this is appearing in the economy window next to the body's name itself?

For example, in your current campaign Steve, you have many colonies, each of them I imagine has a specific role (maintenance base, missile depot, refuelling base, simple colony without any facility, radar station or a combination of both etc. etc. and I imagine it is at some point hard to remember which does what, so my idea is to standardize this with the possibility to simply assigning a role from a drop down menu which appears next to the name, such as "Terra - Main colony" or "PlanetXY - refuelling station" etc. etc. we can expand the options in the future as more ideas come.

Of course We could just rename the body, but having this system as option looks more professional.
 

Offline skoormit

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Re: Suggestions Thread for v2.4.0
« Reply #549 on: August 01, 2024, 07:13:47 AM »
When giving fleet orders, the default order given when double-clicking an uncolonized body is Geological Survey.

If you inadvertently give such an order to a fleet without a geo sensor, the fleet will orbit the body indefinitely, accomplishing nothing (presumably trying to figure out how to perform this survey that the boss asked them to do).

For me (and maybe most players?) most geo survey orders arise from the use of standing orders, not manually.

Could the default order for uncolonized bodies be changed to a simple move order?
« Last Edit: August 01, 2024, 07:16:37 AM by skoormit »
 
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Offline Ush213

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Re: Suggestions Thread for v2.4.0
« Reply #550 on: August 01, 2024, 08:17:32 AM »
Templates for Civ orders

Discovering a new rich resource system begins the repetitive process of assigning mines and mass drivers to mining colonies or infrastructure and installations to future colonies.
I propose a way to create player made templates for Civ orders to allow a way to reduce the amount of manual input needed.


Creating a template would be done the same way as move order templates are done, only in the civ/flag window. You add in a number of actions and then create and name the template.

Templates are created in the Civ/flag window and can be applied from there but also can then appear in the system view window as a drop down bar which you select the desired player made templates and then create colony.

Eg.

Drop down ↓                                                     Create Colony
-None
-Pioneering Mining Base (10xam, 1xMD)
-Emerging Mining Base (50xam. 2xMD)
-Established Mining Base (500xam, 5xMD)
-Early Settlers (5000xinfra)
-Thriving Settlers (10000xinfra)
-Established Settlers (50000xinfra)


The game would remember the last drop down selected in the system window so the player could quickly go down the list adding mining colonies or population center's or any template of their choosing.
The player would then just be left with ensuring there is enough installations built on the production world to supply the civilians to transport.

"None" is the default and just does what create colony does now.
« Last Edit: August 01, 2024, 09:52:34 AM by Ush213 »
 
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Offline Alsadius

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Re: Suggestions Thread for v2.4.0
« Reply #551 on: August 01, 2024, 09:07:47 AM »
When giving fleet orders, the default order given when double-clicking an uncolonized body is Geological Survey.

If you inadvertently give such an order to a fleet without a geo sensor, the fleet will orbit the body indefinitely, accomplishing nothing (presumably trying to figure out how to perform this survey that the boss asked them to do).

For me (and maybe most players?) most geo survey orders arise from the use of standing orders, not manually.

Could the default order for uncolonized bodies be changed to a simple move order?

Not sure how much work this would be, but if the double-click logic can check the fleet's stats, make it survey if the fleet has sensors, and move if it doesn't.
 
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Offline buczbucz

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Re: Suggestions Thread for v2.4.0
« Reply #552 on: August 02, 2024, 09:14:28 AM »
Ability to copy and paste automated assignment settings for governors and admin commanders would be amazing.
 
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Offline skoormit

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Re: Suggestions Thread for v2.4.0
« Reply #553 on: August 02, 2024, 11:06:45 AM »
I often want to tractor a ship that is currently doing something, but I don't want to interrupt what it is doing. Like loading/unloading cargo.
Currently I must wait until the target completes the action, then tell my tug to tractor it.
Which means I can't give me tug any subsequent orders until all of that happens.

Would it be possible to have an order that allows a tractoring fleet to preserve the orders of the target fleet?

Maybe "Join Fleet and Tractor Ships"?
 
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Offline paolot

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Re: Suggestions Thread for v2.4.0
« Reply #554 on: August 02, 2024, 11:41:17 AM »
Is the ship jump-capable? if it isn't, at least one of the jump points in the system is it stabilised?
If your ship can't leave the system, you get that message.

Ship is jump capable.

Could you double check if survey next three bodies or locations standing order causes your ships to change system on their own if there is nothing to survey?
I need a move to a system requiring xxx secondary order to make that happen.

I'm attaching a screenshot of my setup.

Hi.
I've assigned the order "Survey Next Three Bodies or Locations" to all the survey ships. It works: ships move to unsurveied sites.
In particular, I had geo and grav ships stucked in a system: no jump-able, no jump gates.
When the first JG has build, they moved to systems around.
BUT, after the order, a couple of grav ships started to try to perform geo survey (images atteched), even if they don't have geo sensors onboard!!
I report this in the bugs thread.
« Last Edit: August 02, 2024, 11:46:11 AM by paolot »