Author Topic: 4.1 Suggestions  (Read 13831 times)

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Offline Cassaralla

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Re: 4.1 Suggestions
« Reply #60 on: April 16, 2009, 05:19:14 PM »
I'd like the small cargo holds to remain as well.  I often use a fast single hold freighter for transporting minerals and infrastructure in a hurry.
 

Offline Beersatron

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Re: 4.1 Suggestions
« Reply #61 on: April 16, 2009, 05:56:54 PM »
Quote from: "Cassaralla"
I'd like the small cargo holds to remain as well.  I often use a fast single hold freighter for transporting minerals and infrastructure in a hurry.

Quoted for my 'vote' :)
 

Offline Kurt

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Re: 4.1 Suggestions
« Reply #62 on: April 16, 2009, 06:14:27 PM »
Quote from: "Beersatron"
Quote from: "Cassaralla"
I'd like the small cargo holds to remain as well.  I often use a fast single hold freighter for transporting minerals and infrastructure in a hurry.

Quoted for my 'vote' :)

I'm not sure I've ever created a freighter with less than five holds, however, I do like having the capability to do so.  

Kurt
 

Offline Paul M

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Re: 4.1 Suggestions
« Reply #63 on: April 17, 2009, 02:13:15 AM »
For pre-TN races give them 1 research station per 100 million population.  I found this works better then the baseline 2 (which takes around 2 years just to research TN tech).
 

Offline Andrew

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Re: 4.1 Suggestions
« Reply #64 on: April 17, 2009, 06:33:46 AM »
A simple indicator on the combat assignemnts screen to indicate which ships are still effected by Jump emergence
 

Offline Paul M

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Re: 4.1 Suggestions
« Reply #65 on: April 20, 2009, 02:40:23 AM »
A "unload ordinance to colony" command for TGs.
 

Offline Hawkeye

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Re: 4.1 Suggestions
« Reply #66 on: April 20, 2009, 03:39:17 AM »
Currently, to reload a TF you select the combat-TF , choose the colony (the source) as target to load from and tell the TF to load.
If you want to load from a collier-TF, you have to select the collier TF (the source) and tell it to reload the combat TF, which is exactely the other way around. (It took me a while to figure out how to do this :)  )

Would it be possible to make both cases similar, i.e. combat TF selects target and is ordered to reload in both cases?
Ralph Hoenig, Germany
 

Offline Hawkeye

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Re: 4.1 Suggestions
« Reply #67 on: April 24, 2009, 06:51:33 AM »
I have just been informed by Brian, thanks by the way, that wrecks tend to wander around (sometimes they orbit, sometimes they move somewhat random)

Now, I had my ships there, picking up survivors and marked the wrecks with waypoints on the system map, but because of the wrecks movement, I still can´t  find them without some major effort.

Would it be possible to have a ship ordered to put a transponder or something on a wreck, so it would show on the system map, regardless of active scans? I mean, with the system secured, I sure would have done something like this in real life.
Ralph Hoenig, Germany
 

Offline Sotak246

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Re: 4.1 Suggestions
« Reply #68 on: April 25, 2009, 02:42:30 AM »
I had a similar problem lossing wrecks and like the idea of being able to "mark" them so they show at all times.  Since I hold the system why wouldn't I put a transponder on important wrecks, and chance losing a possible tech windfall.

Mark
 

Offline Erik L (OP)

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Re: 4.1 Suggestions
« Reply #69 on: April 28, 2009, 06:22:21 PM »
On the terraforming tab, instead of, or possibly in addition to the "max atm" value, have a "atm %".

Offline Erik L (OP)

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Re: 4.1 Suggestions
« Reply #70 on: April 28, 2009, 09:29:40 PM »
When fighting AI (and Precursor), maybe more detailed damage information, i.e. Shields Down, Armor Breached, etc.

Offline Erik L (OP)

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Re: 4.1 Suggestions
« Reply #71 on: April 30, 2009, 07:07:09 PM »
I'd like to see an interrupt if a ship/fleet transits a jump point and there are hostiles on the other side.

Reasoning -
I had a fleet transit a jump point into the middle of an enemy fleet. I think I was using a 5 or 20 minute step. In that time frame, I lost 3 12,000 ton warships to massed  railgun fire and had a 4th crippled. Needless to say, I had no opportunity to respond until the end of the time increment. The remaining 55ish ships started pounding the enemy to scrap, but I dislike having lost 4 ships without chance to shoot back.

On the other hand, AMMs are working nicely. The fleet is heading to the colony/homeworld of the aliens, and pursuing a fleet that looks to have been meant to reinforce the fleet on the JP. Out of 300-400 offensive missiles fired at me, not one has yet to hit the turreted PD range. 100% interception at 1-2m km range. Of course, I've fired my offensive magazines dry at this point at the fleet at 22m km. After approximately 12 minutes my birds are about halfway to their fleet. My ships have about a 1200-1500 km/s advantage in speed, and there is a third force (of a new class) heading to rendevous with the fleet I'm pursuing.

The best line in the logs I've seen so far is "98 missiles destroyed, 2 overkill. 100x strength 1 nuclear explosions detected."

Offline waresky

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Re: 4.1 Suggestions
« Reply #72 on: May 01, 2009, 01:42:58 PM »
SUBJECT: Army around the Universe.

probably ive miss an related tread,srry if so.

Can wa have an "list" and "WHERE" r our all Army and related planets,Systems list where at?

When u have 2 battle r easy to track..but if am lucky and Terran Empire growth in size..fear when we have dozens of planetary battles..am think we lost many Divisions around into space:)


PS::Ehy in an erased campaign ive found an Alien race 1 jump away from earth..3 years later 96 (NINETYSIX!!!) ships jump inside Sol systems..am rebuild an newly campaign:SSSSSSS

(AHHHHHHHHHHHHH HEEEEEEEEElLP Steeeeeeeeeeeeeeeeeeeeve where r OUR ships?:_DDDDDD)
 

Offline waresky

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Re: 4.1 Suggestions
« Reply #73 on: May 02, 2009, 11:38:19 AM »
Subject: UNLOAD ORDNANCE at Designated Colony or Space Station or Missile Base

i cant found an order to "Unload ordnance" from Collier Squqsroon windows orders..

ive been missed?

if arent pls Steve consider to make in ur list of priority
ty very much!
 

Offline sloanjh

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Re: 4.1 Suggestions
« Reply #74 on: May 02, 2009, 12:30:27 PM »
Put an "are you sure" dialog on SY activities that kill existing work.

For the second time in this campaign, I've been trying to give Shipyard "F" a "retool for class Y" order.  The problem is that, on the SY screen, it's VERY easy to have the order be applied to the wrong (first) SY - the selection likes to reset up to there when you do things on the screen.  So I actually give the retool command to Shipyard "A", which is 1/2 way through adding an extra slipway.  An "are you sure" would give me a chance to catch the mistake.

It would also be nice not to lose progress on extra slipway or capacity due to retooling (or vice versa), but I imagine that's a lot yuckkier to code up.

[EDIT] - It looks like there's already an "are you sure" when you kill a retooling activity (even if no work has gone into it), so I suspect that there's just a hole that "add slipway" (and possibly capacity) aren't covered.

John