Author Topic: Suggestions Thread for v2.4.0  (Read 252029 times)

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Offline Garfunkel

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Re: Suggestions Thread for v2.4.0
« Reply #960 on: May 31, 2025, 11:59:22 PM »
I was going to say that you need to set the waypoint on the body, then it will move together with it but I now realize that you want your probe to monitor the body from a safe distance so it doesn't get shot down immediately and yeah that cannot be done for a long duration because of orbital mechanics. But since ELINT cannot be put on a missile and active/passive sensors reveal everything inside their range immediately, I'm not sure how much need there is for a long-duration sensor drone orbiting a planet a million (or two) kilometres away. That is the job of a stealthy scout which can carry the ELINT module with it, revealing more information over time.

But more options never hurt so if it's an easy thing to code - have JP be 'attached' to a specific body and move with it maintaining the same distance and heading - then why not!
 
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Offline AJS1956

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Re: Suggestions Thread for v2.4.0
« Reply #961 on: June 01, 2025, 07:08:28 AM »
Hi,

In my current game I have opted for a wide industrial base so factories and shipyards have been built on a couple of dozen colonies. This is working well but involves a bit of micromanaging to get what's needed at the right place.

Anyway, I realised that I now had enough galacite to build more ships but when I came to build them it took me a while to find where the shipyards tooled for them (if any) were.

My suggestion is, assuming it does not require a lot of work, is to have a section on the Class design window that lists any shipyards tooled for the class you are looking for, perhaps in the Prioirites/Misc tab? If it listed the shipyard name, system, size and slips (total/available), for any shipyard capable of building the class, that would be a really big help.

Thanks,

Andy
 
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Offline skoormit

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Re: Suggestions Thread for v2.4.0
« Reply #962 on: June 01, 2025, 07:40:25 AM »
On the Movement Orders tab, when the Waypoints checkbox is ticked, waypoints are listed in the leftmost pane.
Currently they seem to be ordered by when they were created (probably ascending by ID).

Suggestion: instead order them alphabetically.

Would make it much easier to find a specific named waypoint when you have dozens in the same system.
 
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Offline paolot

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Re: Suggestions Thread for v2.4.0
« Reply #963 on: June 01, 2025, 09:24:22 AM »
...
My suggestion is, assuming it does not require a lot of work, is to have a section on the Class design window that lists any shipyards tooled for the class you are looking for, perhaps in the Prioirites/Misc tab? If it listed the shipyard name, system, size and slips (total/available), for any shipyard capable of building the class, that would be a really big help.
...

Small addiction: a double-click on the shipyard opens the Economics - Shipyards tab.
Large addiction: to build ships directly from this new list of shipyards.
 
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Offline paolot

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Re: Suggestions Thread for v2.4.0
« Reply #964 on: June 01, 2025, 09:45:53 AM »
I was going to say that you need to set the waypoint on the body, then it will move together with it but I now realize that you want your probe to monitor the body from a safe distance so it doesn't get shot down immediately and yeah that cannot be done for a long duration because of orbital mechanics. But since ELINT cannot be put on a missile and active/passive sensors reveal everything inside their range immediately, I'm not sure how much need there is for a long-duration sensor drone orbiting a planet a million (or two) kilometres away. That is the job of a stealthy scout which can carry the ELINT module with it, revealing more information over time.

But more options never hurt so if it's an easy thing to code - have JP be 'attached' to a specific body and move with it maintaining the same distance and heading - then why not!

Thanks Garfunkel.
If you cannot build an ELINT ship (because you still haven't the technlogy, or -like me- you are struggling with shortage of minerals for it), a simple replacement can be a sensor-probe. And revealing the movement of the alien's ships (near the bodies and the JPs) can help to understand, with some anticipation, where to concentrate some more ships.
But, I mean, these points can be used the same way we use the waypoints, without placing a WP each time.
 

Offline Mint Keyphase

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Re: Suggestions Thread for v2.4.0
« Reply #965 on: June 01, 2025, 10:25:23 PM »
Tech tree and the option to quickly queue research along a branch?
 

Offline skoormit

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Re: Suggestions Thread for v2.4.0
« Reply #966 on: June 02, 2025, 03:27:04 AM »
On the Industry tab, projects are sorted by descending order of Cap%.

Suggestion: add a radio button to select between sorting by Cap% and sorting by completion date (similar to the Research tab).

I often want to know how much capacity will be freeing up soon, and that is difficult to determine with a large number of projects currently underway.
 

Offline Steve Walmsley (OP)

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Re: Suggestions Thread for v2.4.0
« Reply #967 on: June 02, 2025, 03:32:40 AM »
I was going to say that you need to set the waypoint on the body, then it will move together with it but I now realize that you want your probe to monitor the body from a safe distance so it doesn't get shot down immediately and yeah that cannot be done for a long duration because of orbital mechanics. But since ELINT cannot be put on a missile and active/passive sensors reveal everything inside their range immediately, I'm not sure how much need there is for a long-duration sensor drone orbiting a planet a million (or two) kilometres away. That is the job of a stealthy scout which can carry the ELINT module with it, revealing more information over time.

But more options never hurt so if it's an easy thing to code - have JP be 'attached' to a specific body and move with it maintaining the same distance and heading - then why not!

Thanks Garfunkel.
If you cannot build an ELINT ship (because you still haven't the technlogy, or -like me- you are struggling with shortage of minerals for it), a simple replacement can be a sensor-probe. And revealing the movement of the alien's ships (near the bodies and the JPs) can help to understand, with some anticipation, where to concentrate some more ships.
But, I mean, these points can be used the same way we use the waypoints, without placing a WP each time.

Waypoints that move by themselves are theoretically possible, although you would need a ship to follow them anyway. A sensor buoy is stationary and a missile would run out of fuel.

If I want to monitor hostile aliens, I use an ELINT ship (its well worth the 2000 RP), a small scout (fighter-sized, so its hard to detect), a sensor buoy placed on a nearby body, or I try to sneak in a freighter with a tracking station and place it on a body.
 
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Offline skoormit

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Re: Suggestions Thread for v2.4.0
« Reply #968 on: June 02, 2025, 05:06:30 AM »
Suggestion: do not generate unrest-related events for colonies that have no population.

I sometimes create placeholder colonies on hostile worlds (generally for ease of reference for the body's stats and environment).
If I then attack the hostile colony and cause radiation damage, I get constant events regarding the unrest levels rising.
Unrest is irrelevant until a colony has population.
 

Offline Steve Walmsley (OP)

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Re: Suggestions Thread for v2.4.0
« Reply #969 on: June 02, 2025, 05:14:12 AM »
Suggestion: do not generate unrest-related events for colonies that have no population.

I sometimes create placeholder colonies on hostile worlds (generally for ease of reference for the body's stats and environment).
If I then attack the hostile colony and cause radiation damage, I get constant events regarding the unrest levels rising.
Unrest is irrelevant until a colony has population.

I think radiation was the only one that wasn't checking for population. Fixed now.
 
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Offline Ghostly

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Re: Suggestions Thread for v2.4.0
« Reply #970 on: June 02, 2025, 06:24:09 AM »
Suggestion: do not generate unrest-related events for colonies that have no population.

I sometimes create placeholder colonies on hostile worlds (generally for ease of reference for the body's stats and environment).
If I then attack the hostile colony and cause radiation damage, I get constant events regarding the unrest levels rising.
Unrest is irrelevant until a colony has population.

I think radiation was the only one that wasn't checking for population. Fixed now.

Maybe political status of colonies with 0 population should be set to Imperial Population upon conquest as well? Subjugated automines don't make a lot of sense, and I've excavated a ruin into an "occupied" precursor colony on more than one occasion.
 

Offline Steve Walmsley (OP)

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Re: Suggestions Thread for v2.4.0
« Reply #971 on: June 02, 2025, 07:57:44 AM »
Suggestion: do not generate unrest-related events for colonies that have no population.

I sometimes create placeholder colonies on hostile worlds (generally for ease of reference for the body's stats and environment).
If I then attack the hostile colony and cause radiation damage, I get constant events regarding the unrest levels rising.
Unrest is irrelevant until a colony has population.

I think radiation was the only one that wasn't checking for population. Fixed now.

Maybe political status of colonies with 0 population should be set to Imperial Population upon conquest as well? Subjugated automines don't make a lot of sense, and I've excavated a ruin into an "occupied" precursor colony on more than one occasion.

Yes, added that too.
 
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Offline paolot

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Re: Suggestions Thread for v2.4.0
« Reply #972 on: June 02, 2025, 12:34:58 PM »
Quote
...

Waypoints that move by themselves are theoretically possible, although you would need a ship to follow them anyway. A sensor buoy is stationary and a missile would run out of fuel.

If I want to monitor hostile aliens, I use an ELINT ship (its well worth the 2000 RP), a small scout (fighter-sized, so its hard to detect), a sensor buoy placed on a nearby body, or I try to sneak in a freighter with a tracking station and place it on a body.

Thanks Steve!
I too have several fighter-sized surveillance ships, sensor buoys and DSTSs scattered around the galaxy, to monitor JPs and bodies.
But I'm not satisfied with the ELINT ships that I design: they are always too large, as I wish they can monitor the enemies from afar and with a jump drive.
ELINT modules are fixed at 500 ton large, so it's no easy to fit them even on a FAC.
Can I propose we could have a technology that reduces the size of the ELINT modules? to fit them on small ships, eventually with reduced capacity at reduced sizes.
Maybe, also the cloacking devices could have a technology that reduces their sizes, below the ratio 10% vs. the ship tonnage.
Small ships with ELINT and a cloacking device would be the perfect spies.
In real life, we have fighter-sized electronic warfare planes like EA-6B Prowler, E/A-18G Growler, EF-111, together with large E-3 Sentry, RC-135, EC-130H, E-8 Joint STARS. And we find more small sizes stealth planes, like F-117, F-22, F-35, than large ones (B-2).
 

Offline Mint Keyphase

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Re: Suggestions Thread for v2.4.0
« Reply #973 on: June 03, 2025, 03:49:03 AM »
PLEASE. Let us resize the windows or at least change the UI size and font size. moving the window around to access buttons is getting painful...
 

Offline vesisko

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Re: Suggestions Thread for v2.4.0
« Reply #974 on: June 03, 2025, 04:39:19 AM »
PLEASE. Let us resize the windows or at least change the UI size and font size. moving the window around to access buttons is getting painful...
Hi Mint Keyphase. I use Windows 10 display scaling option to get the bigger interface.
 
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