Author Topic: Suggestions Thread for v2.6.0  (Read 421 times)

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Offline Steve Walmsley (OP)

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Suggestions Thread for v2.6.0
« on: Yesterday at 05:10:08 AM »
Time to start a new thread. Please add suggestions in this thread for releases starting with v2.6.0
 
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Offline nuclearslurpee

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Re: Suggestions Thread for v2.6.0
« Reply #1 on: Yesterday at 06:35:19 PM »
Suggestion: Add the ability to hide comets and comet names in the system map.

Rationale: No, really, why can't we do this yet?  ???


If I have been visually missing this option for the past 5 years, somebody please tell me now, I will happily look stupid and blind if I can get this option.
 
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Offline Jorgen_CAB

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Re: Suggestions Thread for v2.6.0
« Reply #2 on: Yesterday at 08:55:43 PM »
I only currently have two things I really wish for, likely mentioned them before.

1. Allow sensors on ships to be switched on individually... it is quite common that you might want to have low resolution active sensors switched on but not high resolution sensors. Now it is sort of mandatory to use parasites for using different sensors on ships.

2. Allow a quick an easy peace option on any planetary object where there are two or more player factions that happens to be at war with each other. To make it easy for ground forces to not fight each other on a specific body like say Earth but allow them to fight on other bodies. This would help immensely for multiple faction Earth starts.
 
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Offline lumporr

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Re: Suggestions Thread for v2.6.0
« Reply #3 on: Yesterday at 09:26:37 PM »
2. Allow a quick an easy peace option on any planetary object where there are two or more player factions that happens to be at war with each other. To make it easy for ground forces to not fight each other on a specific body like say Earth but allow them to fight on other bodies. This would help immensely for multiple faction Earth starts.

If both factions at a body have their forces set to Rear Echelon or Support, they will not fight - though I agree that I'd like to see this changed, as you may not *want* all your forces on Rear Echelon even though you don't want to attack a hostile power you share a body with. It'd definitely help with things like Genestealer Cults and Imperials/Rebels, in which it's expected that even though the powers are hostile, they may coexist for some time.

How I houserule around this now, is that I'll have two separate factions - say, the Genestealers and the Tyranids - with the Genestealers (neutral) gifting the Tyranids (hostile) ground units, and now, whole colonies. This can also work for neutral powers that "join" the Rebellion after reaching a certain diplomacy score or meet some other criteria. The "ruling" faction can "root out" the insidious neutrals by completing geosurveys of "infected" planets. I used to houserule that this lowered diplomatic relations with the neutral faction by a certain amount, and at a certain threshold, you could consider them hostile and wipe them out with your military forces, but now, I might just have "discovered" colonies be gifted to the hostile faction immediately.

Those are my houserules, anyway, though again, I agree with the initial point.
 

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Re: Suggestions Thread for v2.6.0
« Reply #4 on: Today at 10:47:32 AM »
Always Some Minerals on Moons and Planets Button
-A starting menu option that forces the mineral generation to generate some minerals on every planet and moon, basically the same thing as hitting the Redo Minerals in the Systems Generation and Display over and over again.
 

Offline Jorgen_CAB

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Re: Suggestions Thread for v2.6.0
« Reply #5 on: Today at 01:44:16 PM »
If both factions at a body have their forces set to Rear Echelon or Support, they will not fight - though I agree that I'd like to see this changed, as you may not *want* all your forces on Rear Echelon even though you don't want to attack a hostile power you share a body with. It'd definitely help with things like Genestealer Cults and Imperials/Rebels, in which it's expected that even though the powers are hostile, they may coexist for some time.

How I houserule around this now, is that I'll have two separate factions - say, the Genestealers and the Tyranids - with the Genestealers (neutral) gifting the Tyranids (hostile) ground units, and now, whole colonies. This can also work for neutral powers that "join" the Rebellion after reaching a certain diplomacy score or meet some other criteria. The "ruling" faction can "root out" the insidious neutrals by completing geosurveys of "infected" planets. I used to houserule that this lowered diplomatic relations with the neutral faction by a certain amount, and at a certain threshold, you could consider them hostile and wipe them out with your military forces, but now, I might just have "discovered" colonies be gifted to the hostile faction immediately.

Those are my houserules, anyway, though again, I agree with the initial point.

I know that you can do this... but it entails allot of admin to reach the same result you could basically get with a single setting. This would definitely make multi-faction games simpler as they already are complex enough.