Author Topic: 4.3 Suggestions  (Read 23520 times)

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Offline Steve Walmsley

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Re: 4.3 Suggestions
« Reply #120 on: September 29, 2009, 03:03:25 PM »
An update on the changes. The latest version of the new industry tab looks as follows (click on it to view full size):

[attachment=0:aud78eny]NewInd.JPG[/attachment:aud78eny]
I have removed the stop/start maintenance production section and added that as an option for general construction. You can also modify existing projects by changing the amount remaining and the percentage of capacity devoted to that task. The old SM capability of adding to stockpiles has been added to this window for missiles, fighters, ship components and maintenance supplies. PDC and installations are already handled by the Fast OOB and SM Mods windows.

Steve
 

Offline Steve Walmsley

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Re: 4.3 Suggestions
« Reply #121 on: September 29, 2009, 03:04:27 PM »
Quote from: "ShadoCat"
Quote from: "Steve Walmsley"
I have added the ability to build ship components. As I noted in another post, this is optional but the components will be used to shorten build times for ships if they are available. Also, when you scrap a ship you no longer get 25% of the wealth/materials. Instead you get all the various components added to the component stockpile of the population, with a few exceptions.

Can you scrap components to get 25% back?

That will help keep the database clean since you won't have to track warehouses full of 50 year old items that you'll never use.
Yes, you will be able to scrap components.

Steve
 

Offline Steve Walmsley

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Re: 4.3 Suggestions
« Reply #122 on: September 29, 2009, 03:06:11 PM »
Quote from: "mavikfelna"
Quote
Armour
Crew Quarters (and smaller versions)
Engineering (and smaller versions)
Fuel Storage (and smaller versions)
Cargo Holds
Hangars
PDC Barracks
Bridge
Also, from the non-component parts list, you should get some scrap value out of that.
I think I will increase the component scrap value to 30% and ignore the non-scrappable items.

Steve
 

Offline Steve Walmsley

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Re: 4.3 Suggestions
« Reply #123 on: September 29, 2009, 03:08:27 PM »
Quote from: "welchbloke"
Quote from: "Steve Walmsley"
Shipyards would remain as they are now - same cost, same mechanics etc. with one exception. When they begin building a ship, they check for available components stockpiled on the planet. If any are available, they are removed from the stockpile and the ship construction prtogress advances to a percentage equal to the cost required for the stockpiled components. For example, assume you had stockpiled engines, either by building them or recovering them from a scrapped ship, and you built a survey ship with six engines for which the engines comprised thirty percent of the cost. When you pressed the Add Task button, the six engines would be removed from the stockpile and the progress percentage would start at 30%. After that, construction would continue normally. It's a little more complex because the mineral consumption for the rest of the task would be incorrect but I could fix that in the background at the start of the task. If you had no components stockpiled, the ship would be built by the shipyard in exactly the same way it is built now.
Now that you have settled on the IC method for construction are you still going to use the shipyard methodology outlined above?
Yes, that's my intention, although I haven't coded it yet. I'll probably set up PDC construction in a similar way.

Steve
 

Offline Beersatron

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Re: 4.3 Suggestions
« Reply #124 on: September 29, 2009, 06:16:51 PM »
Can you remove the 'Convert Con Ind...' options when there are no Conventional Industry installations left? Just to tidy it up.

I like the idea of making ship components and then having the Shipyard use them from stores to speed up construction.

I envisage a point where I have spare IC and a new class of ship to build but no slips available. Start construction on the engines for the new class whilst you wait for the slip to become available, and then when its ready it should boost the construction time nicely!
 

Offline Steve Walmsley

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Re: 4.3 Suggestions
« Reply #125 on: September 29, 2009, 07:34:15 PM »
Quote from: "Beersatron"
Can you remove the 'Convert Con Ind...' options when there are no Conventional Industry installations left? Just to tidy it up.
Already done :). if you look at the two screenshots of the new layout, the list of tasks on one where the pop has no conventional industry excludes the convert conv ind options

Quote
I like the idea of making ship components and then having the Shipyard use them from stores to speed up construction.

I envisage a point where I have spare IC and a new class of ship to build but no slips available. Start construction on the engines for the new class whilst you wait for the slip to become available, and then when its ready it should boost the construction time nicely!
Yes, that will definitely be one of the benefits.

Steve
 

Offline Steve Walmsley

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Re: 4.3 Suggestions
« Reply #126 on: September 29, 2009, 07:58:34 PM »
Another update. I have added queuing of construction projects to the new industry model. This is different to the old model because of the ability to work on multiple projects and the fact that only a certain percentage of industrial capacity could be available. If you try to add a project for which you specify a larger percentage than is available, the project is queued instead. Normally only the overall available percentage is checked but for ordnance and fighters it will be either the overall percentage or the percentage to which they are restricted, whichever is lower. At the end of each construction phase, the program looks for any queued items and checks to see if any capacity has opened up. The items are checked in order of decreasing percentage. So if you had 25% capacity available and three queued tasks requiring 20%, 10% and 5% respectively, the first and last ones would become active and the 10% task would remain in the queue.

I have also added the code for the restriction on ordnance and fighter production. Initially you are restricted to 10% of industrial capacity for each. So if you had 400 industrial capacity, you could spend 40 on ordnance, 40 on fighters and up to the whole 400 on anything else (assuming no fighters/ordnance production). When trying to begin ordnance or fighter-related projects or when the program is looking at queued fighter/ordnance-related projects, the overall available percentage and the fighter or ordnance-related available percentages are both checked. All three available percentages are shown at the bottom of the project list

If you wanted to use the new system in the same way as the old, you could create a series of projects, all of which were 100%, or perhaps 80% if you wanted to leave space for ordnance and fighter production.

[attachment=0:w48xs4q3]Queued2.JPG[/attachment:w48xs4q3]
Steve
 

Offline Thorgarth

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Re: 4.3 Suggestions
« Reply #127 on: September 29, 2009, 08:36:58 PM »
Steve,

A couple of wish list items.  Separate Civilian from Military Shipyards.  Separate Civilian from Military ships.  Just to make it easier for me. LOL.
 

Offline welchbloke

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Re: 4.3 Suggestions
« Reply #128 on: September 29, 2009, 09:09:49 PM »
Quote from: "Steve Walmsley"
Initially you are restricted to 10% of industrial capacity for each. So if you had 400 industrial capacity, you could spend 40 on ordnance, 40 on fighters and up to the whole 400 on anything else (assuming no fighters/ordnance production).

Steve
Are you are going to have a research line to increase the percentage that can be used for fighter/ordinance production?  Really looking forward to givving this a 'test drive' BTW  :D
Welchbloke
 

Offline waresky

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Re: 4.3 Suggestions
« Reply #129 on: October 01, 2009, 08:09:53 AM »
Steve,am hope,4.3 incoming
Because am 4th time am rebuild a whole campaign for strange bugs (same in trust): jump through a unknow JP and Game stop forever.

Hope u have explored this strange bug in uR cmpaign and fix,it-

ty and apologize for my english:)

George
 

Offline James Patten

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Re: 4.3 Suggestions
« Reply #130 on: October 01, 2009, 09:09:57 AM »
I'm hoping that in the case of having a small number of what we now know as factories that we're allowed to devote full capacity to whatever it is we're doing.  By small I'm thinking probably 25 or less, maybe 10 or less.  Once you go above the threshhold then the percentage maximum should take effect (ideally be phased in but that's probably a lot of work).
 

Offline SteveAlt

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Re: 4.3 Suggestions
« Reply #131 on: October 01, 2009, 06:20:32 PM »
Quote from: "waresky"
Steve,am hope,4.3 incoming
Because am 4th time am rebuild a whole campaign for strange bugs (same in trust): jump through a unknow JP and Game stop forever.

Hope u have explored this strange bug in uR cmpaign and fix,it-

ty and apologize for my english:)

George
Did you get any error messages before the problem? Was it a crash or a freeze? Also, what happens when you restart tyhe game - can you get back in?

Steve
 

Offline SteveAlt

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Re: 4.3 Suggestions
« Reply #132 on: October 01, 2009, 06:23:07 PM »
Quote from: "Thorgarth"
Steve,

A couple of wish list items.  Separate Civilian from Military Shipyards.  Separate Civilian from Military ships.  Just to make it easier for me. LOL.
I'm not sure what you mean, or if you mean commercial rather than civilian. The commercial and military shipyards are already separate. You can tell by the N or C in the Type column on the Shipyard tab. Commercial and military ship designs have a line at the bottom stating if they are commercial or military

Steve
 

Offline SteveAlt

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Re: 4.3 Suggestions
« Reply #133 on: October 01, 2009, 06:45:22 PM »
Quote from: "welchbloke"
Quote from: "Steve Walmsley"
Initially you are restricted to 10% of industrial capacity for each. So if you had 400 industrial capacity, you could spend 40 on ordnance, 40 on fighters and up to the whole 400 on anything else (assuming no fighters/ordnance production).

Steve
Are you are going to have a research line to increase the percentage that can be used for fighter/ordinance production?  Really looking forward to givving this a 'test drive' BTW  :D
Yes, that is already in. The old ordnance production and fighter production tech lines have been replaced by new Max Ordnance Industrial Capacity  and Max Fighter Industrial Capacity. Base is 10% and the steps go up 12%, 14%, 16%, 20%, 25%, 30%, 35% and 40%.

Steve
 

Offline backstab

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Re: 4.3 Suggestions
« Reply #134 on: October 01, 2009, 06:48:40 PM »
Steve,


Any plans to introduce bording parties ?
Move foward and draw fire