Author Topic: Suggestions Thread for v2.4.0  (Read 251946 times)

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Offline nakorkren

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Re: Suggestions Thread for v2.4.0
« Reply #750 on: December 01, 2024, 08:02:40 PM »
Could we please have some additional flexibility for STO fire controls? Right now I have to choose between making my gauss turret STO hit less often because its BFC range sucks or hit less often because its tracking rate sucks. I'd like to have the choice to pay more for a better BFC and not gimp it's hit chance. Perhaps instead of a "PD" checkbox it could be a drop down for speed and a drop down for range, and just have 1,2,3 and 4x options for each to keep it simple?
 
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Offline babygenaral

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Re: Suggestions Thread for v2.4.0
« Reply #751 on: December 04, 2024, 02:18:35 AM »
Time to start a new thread. Please add suggestions in this thread for releases starting with v2.4.0
gday Stevie i was wondering if you could implement a text size selector it would be great if you can that would be bloody awesome but no worries if you cant
 

Offline Steve Walmsley (OP)

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Re: Suggestions Thread for v2.4.0
« Reply #752 on: December 04, 2024, 06:35:39 AM »
Time to start a new thread. Please add suggestions in this thread for releases starting with v2.4.0
gday Stevie i was wondering if you could implement a text size selector it would be great if you can that would be bloody awesome but no worries if you cant

Changing text size would require redesigning all the windows to accept larger text (smaller would be fine). That would be a huge amount of work, so its unlikely to happen.
 

Offline skoormit

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Re: Suggestions Thread for v2.4.0
« Reply #753 on: December 06, 2024, 06:08:30 AM »
It is very easy to design and research a ground unit class and then realize that you accidentally flagged it (or didn't flag it) as non-combat.

Since that flag does not affect the research or production cost of a class, could we get a way to flip the flag for an existing class?

Perhaps a button under the class list pane on the left side of the Formation Templates tab, next to the "Rename Unit" and "Obsolete" buttons?

SJW: Added as suggested for v2.6
« Last Edit: December 07, 2024, 08:00:53 AM by Steve Walmsley »
 
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Offline babygenaral

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Re: Suggestions Thread for v2.4.0
« Reply #754 on: December 07, 2024, 07:05:22 AM »
hey Steve can you add a melee ground unit weapon  because it would be really cool to see and if you can could you add a ramming component like the thing on the front of WH40K ships making ramming a viable tactic
 
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Offline skoormit

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Re: Suggestions Thread for v2.4.0
« Reply #755 on: December 07, 2024, 07:37:15 AM »
To SM-move a fleet, you select a colony from the lefthand pane or a rendezvous waypoint from the righthand pane.

The colony list is alphabetized.

The waypoint list is not. Instead, it seems to be ordered by ascending time of creation (or, more precisely, ordered by the waypoint id).
When you have dozens of such waypoints, finding the one you want can be cumbersome.

Could we get that waypoint list alphabetized as well?

SJW: Done
« Last Edit: December 07, 2024, 07:41:36 AM by Steve Walmsley »
 

Offline Steve Walmsley (OP)

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Re: Suggestions Thread for v2.4.0
« Reply #756 on: December 07, 2024, 07:38:24 AM »
hey Steve can you add a melee ground unit weapon  because it would be really cool to see and if you can could you add a ramming component like the thing on the front of WH40K ships making ramming a viable tactic

The ground units don't specify the actual weapon, so you can create a 'melee unit' already.

See the recent update on ramming.
http://aurora2.pentarch.org/index.php?topic=13463.msg171680#msg171680
 
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Offline relmz32

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Re: Suggestions Thread for v2.4.0
« Reply #757 on: December 07, 2024, 02:56:30 PM »
it would be nice to have an ark-style component that holds 50k colonists for the purpose of creating an R&R location for your ships.+
 

Offline Steve Walmsley (OP)

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Re: Suggestions Thread for v2.4.0
« Reply #758 on: December 07, 2024, 04:04:07 PM »
it would be nice to have an ark-style component that holds 50k colonists for the purpose of creating an R&R location for your ships.+

There is. It's called the Ark Module.
 

Offline skoormit

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Re: Suggestions Thread for v2.4.0
« Reply #759 on: December 07, 2024, 07:12:24 PM »
it would be nice to have an ark-style component that holds 50k colonists for the purpose of creating an R&R location for your ships.+

http://aurora2.pentarch.org/index.php?topic=12523.msg159464#msg159464
 

Offline relmz32

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Re: Suggestions Thread for v2.4.0
« Reply #760 on: December 08, 2024, 10:57:09 AM »
it would be nice to have an ark-style component that holds 50k colonists for the purpose of creating an R&R location for your ships.+

http://aurora2.pentarch.org/index.php?topic=12523.msg159464#msg159464

In the game I only see a 200k colonist component. What research is required for the 50k module?
 

Offline Ghostly

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Re: Suggestions Thread for v2.4.0
« Reply #761 on: December 08, 2024, 11:24:07 AM »
In the game I only see a 200k colonist component. What research is required for the 50k module?

There is none. You can use a recreational module (more compact, far more expensive) or an ark module (cheaper, larger, needs to house actual population).
 
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Offline alex_brunius

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Re: Suggestions Thread for v2.4.0
« Reply #762 on: December 10, 2024, 01:56:28 PM »
Planetary Shield Ground Unit Component Type

Since a range advantage can be devastating and allow sniping of STO defenses without return fire, and since a few leaking missiles can cause massive planetary devastation I propose a planetary shield ground unit component type. It would be very big (Static only) and a bit less effective than for ships as protecting a large area of a planet is a much larger target.

It would work similar to ship shields, and make low damage long range bombardment fire possible to either fully tank or significantly reduce the damage of it until ship MSP runs out. It could also have the effect of forcing ships to close range to where STO can return fire if they want to increase bombardment damage/time enough to get through the shields.

Plantary shields is a pretty common Sci-Fi theme also so for RP cool to include
 
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Offline Randy

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Re: Suggestions Thread for v2.4.0
« Reply #763 on: December 11, 2024, 11:38:42 AM »
Class templates.

Can we get a way to import/export them from the database?

2 reasons:
1. To bring our templates into new versions of the database. (Probably would require some manual tweaking of designs to adjust to the new version...)

2. To allow an easy way to share class designs on the forum. The functional text displays are nice, but frequently there are a lot of little details not easily visible in the components. Sharing a template would eliminate this problem, and help new players build up a bit of a collection of ship classes...

 (also to echo other requests, the same for ground unit - formations, units, etc...) ;-)
 

Offline paolot

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Re: Suggestions Thread for v2.4.0
« Reply #764 on: December 11, 2024, 12:15:09 PM »
Quote
1. To bring our templates into new versions of the database. (Probably would require some manual tweaking of designs to adjust to the new version...)

I fear you could at least get several errors for missing components out of the old template in the new database.
Let's say, in your running game you can develop a new component (anyone) because you are at the research level that allows it, but in the new database (e.g., at the beginning of a new game) that component is still not possible, because your research level is too low. So, you cannot build that class in the new game. And I think you could even block the game.