Author Topic: 4.7 (latest) SUGGESTIONS  (Read 15803 times)

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Offline Brian Neumann

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Re: 4.7 (latest) SUGGESTIONS
« Reply #90 on: December 15, 2009, 07:22:25 PM »
Quote from: "Steve Walmsley"
I have added separate queues for each of the different industrial sectors, as well as arrows so you can change the queue order. If you use the Up arrow to move the highest queued item into the active list, it will only work if the queued item has an assigned percentage equal to or less than the available space for that industrial sector (Construction, Ordnance or Fighter). If you move an active down into the queue using the down arrow, it will appear as the top queued item and everything else will move down the queue. Obviously if you are working at 100% you will need to move items from active to queued or reduce the percentages before you can move an item from queued to active. A screenshot is included below.

When space opens up after an item is completed, the program will find the first project in the queue that is small enough to fit and make it an active item.

Steve
That is great, thanks for the quick response.

Brian
 

Offline sloanjh

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Re: 4.7 (latest) SUGGESTIONS
« Reply #91 on: December 15, 2009, 09:57:53 PM »
Quote from: "Steve Walmsley"
I have added separate queues for each of the different industrial sectors, as well as arrows so you can change the queue order. If you use the Up arrow to move the highest queued item into the active list, it will only work if the queued item has an assigned percentage equal to or less than the available space for that industrial sector (Construction, Ordnance or Fighter). If you move an active down into the queue using the down arrow, it will appear as the top queued item and everything else will move down the queue. Obviously if you are working at 100% you will need to move items from active to queued or reduce the percentages before you can move an item from queued to active. A screenshot is included below.

Thanks, Steve - this sounds great!!

John
 

Offline Father Tim

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Re: 4.7 (latest) SUGGESTIONS
« Reply #92 on: December 16, 2009, 12:36:38 AM »
Quote from: "Beersatron"
What about expanding upon maintenance supplies and add in another item called Armor Panels which can be only used by ships that have a hangar bay. Restrict it to repairing only half of the destroyed armor levels, or 1 level if that is all it has.

Would probably have to set it up so there is a different Armor Panel per armor level in the defense tech tree and then check against the armor type used in the design to ensure it fits with the panel.

It would add to the complexity for the end user, but I personally think it would be a nice complexity :)

I too would love a way to repair armour in the field, but I wouldn't want to track different armour types.  I'd rather see different levels of armour produce a different number of armour patches (boxes) per ton of Duranium, with the empire simply always building patches from the best type of armour - though better types should be more expensive (in cash, not minerals).  I'd like to see armour repairs on a per-box basis, deepest holes first.  If you want to restrict field patching to less than 100% of regular armour, I can live with that.
 

Offline ZimRathbone

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Re: 4.7 (latest) SUGGESTIONS
« Reply #93 on: December 16, 2009, 04:01:21 AM »
Quote from: "Father Tim"
Quote from: "Beersatron"
What about expanding upon maintenance supplies and add in another item called Armor Panels which can be only used by ships that have a hangar bay. Restrict it to repairing only half of the destroyed armor levels, or 1 level if that is all it has.

Would probably have to set it up so there is a different Armor Panel per armor level in the defense tech tree and then check against the armor type used in the design to ensure it fits with the panel.

It would add to the complexity for the end user, but I personally think it would be a nice complexity :)

I too would love a way to repair armour in the field, but I wouldn't want to track different armour types.  I'd rather see different levels of armour produce a different number of armour patches (boxes) per ton of Duranium, with the empire simply always building patches from the best type of armour - though better types should be more expensive (in cash, not minerals).  I'd like to see armour repairs on a per-box basis, deepest holes first.  If you want to restrict field patching to less than 100% of regular armour, I can live with that.

I must admit I dont like this idea much - I prefer the current system where you can fix broken systems, but structural items need to be done in a shipyard.  At the moment IIRC the only thing that must be done in a shipyard is the Armour - I don't think there's anything measuring structral integrity (which I would put in the same category), and if Steve ever puts in critical hit effects (like say, steering problems as per HMS Warspite after her being hit at Jutland, and circled in front of the High Seas Fleet) these sorts of things would also take yard time to fix (in fact I think Warspite had steering problems right up until she was scrapped after WW2 - she ran aground on the way to the breakers I believe)
Slàinte,

Mike
 

Offline Paul M

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Re: 4.7 (latest) SUGGESTIONS
« Reply #94 on: December 16, 2009, 04:03:55 AM »
I have a mental block on tugs and tractor beams.  Partly due to the abuses that were done with this in Starfire I think.  I would not mind seeing a way to pre-fab OWP for assembly elsewhere.  I would not mind seeing an assembly shipyard that could be mobile to assemble them on WPs.  Mobile shipyards were a bit over done in Starfire but in reality mobile or quasi mobile repair yards exist(ed).  I would think that pre-fab assembly and repair ships are not game breaking.  And are easier on the suspension of disbelieve then tractor beams tugs for us stick in the mud types.
 

Offline Randy

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Re: 4.7 (latest) SUGGESTIONS
« Reply #95 on: December 16, 2009, 02:55:01 PM »
What I'd rather see for construction queues is that capacity gets used up to the limit set for a project. Capacity gets assigned in order of projects and the last one gets whatever fraction was left.

eg. project - percent (assume in queue in alphabetical order)
  A - 50            B - 10
  C - 20            D - 30
  E - 10            F - 50
  G - 20           H - 10
  I - 10            J - 10

  Under present (current 4.8) model, projects ABCE and H will be getting worked on and the rest will be idle.
  When project A completes, D will be started along with G. F, I and J will still be sitting there...

  What I would like to see instead is ABC started (full rate as specified) along with D (using 20 percent of capacity, leaving 10 more to be assigned to D when available). Then when Project A completes, D will get another 10 points, E will get 10 and F will get 30 (of its 50 max).

  This results in the queue being processed in the desired order, just some projects initially working at a slower rate...
 

Offline sloanjh

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Re: 4.7 (latest) SUGGESTIONS
« Reply #96 on: December 16, 2009, 08:48:00 PM »
Quote from: "Randy"
What I'd rather see for construction queues is that capacity gets used up to the limit set for a project. Capacity gets assigned in order of projects and the last one gets whatever fraction was left.

eg. project - percent (assume in queue in alphabetical order)
  A - 50            B - 10
  C - 20            D - 30
  E - 10            F - 50
  G - 20           H - 10
  I - 10            J - 10

  Under present (current 4.8) model, projects ABCE and H will be getting worked on and the rest will be idle.
  When project A completes, D will be started along with G. F, I and J will still be sitting there...

  What I would like to see instead is ABC started (full rate as specified) along with D (using 20 percent of capacity, leaving 10 more to be assigned to D when available). Then when Project A completes, D will get another 10 points, E will get 10 and F will get 30 (of its 50 max).

  This results in the queue being processed in the desired order, just some projects initially working at a slower rate...

I agree with this 100% - I was just thinking the same thing last night.

John
 

Offline Hawkeye

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Re: 4.7 (latest) SUGGESTIONS
« Reply #97 on: December 17, 2009, 11:16:49 PM »
I want to renew a suggestion waresky (I belive) made re. fleet organization.

Currently, we can organize ground troops in divisions, that can have up to 4 units assigned (usually brigade HQs) which in turn can have up to 4 units assigned (usually combat bataillons).
Would it be possible to have a similar organisation for fleets, perhaps with no, or at least a larger limit (8+ at least)

Like this

TG 1 consists of

...TG 1.1
......1st BatRon
......1st CruRon
------1st DesRon
......2nd DesRon

...TG 1.2
......2nd BatRon
......3rd BatRon
......2nd CruRon
......3rd CruRon
......4th CruRon
......3rd DesRon


and so on

I can do this now "on paper" i.e. when I set up my fleets, but it would be nice to have the fleets shown in the same form as ground units when organized in divisions in the fleet command screen or in the battle order window.
Ralph Hoenig, Germany
 

Offline boggo2300

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Re: 4.7 (latest) SUGGESTIONS
« Reply #98 on: December 18, 2009, 03:57:37 AM »
Quote from: "Hawkeye"
TG 1 consists of

...TG 1.1
......1st BatRon
......1st CruRon
------1st DesRon
......2nd DesRon

...TG 1.2
......2nd BatRon
......3rd BatRon
......2nd CruRon
......3rd CruRon
......4th CruRon
......3rd DesRon


Yes!! Ralph has hit it on the head exactly what I was trying to say before (nowhere near as well!)

thos would make organising things much simpler!!

Matt
The boggosity of the universe tends towards maximum.
 

Offline boggo2300

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Re: 4.7 (latest) SUGGESTIONS
« Reply #99 on: December 18, 2009, 06:57:42 PM »
I've been thinking, what Aurora needs is.... O'Neil colonies....

I was thinking along the lines, they could be made by Jump Gate construction ships, possibly make each colony modular, so if you made one, then use your construction ship to double its size.

Obviously no mines, but Industry and research items in them.

as usual from me, only a half finished idea, I was just thinking about my old Jovian Chronicles campaign, and realised the lack of orbital colonies made it impossible in Aurora

Matt
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Offline waresky (OP)

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Re: 4.7 (latest) SUGGESTIONS
« Reply #100 on: December 19, 2009, 04:11:03 AM »
Quote from: "Hawkeye"
I want to renew a suggestion waresky (I belive) made re. fleet organization.

Currently, we can organize ground troops in divisions, that can have up to 4 units assigned (usually brigade HQs) which in turn can have up to 4 units assigned (usually combat bataillons).
Would it be possible to have a similar organisation for fleets, perhaps with no, or at least a larger limit (8+ at least)
...cut by Waresky.


Yes,ive been post a same idea.Ty for re-newed it.

In fact,me and Steve are a Traveller's Eldest Addict players..so probably Steve himslef know very well Imperials and Solomani Fleet's organization as above described.

Am love this "smeg"..because render perfectly a "Imperial BattleFleet" idea and "athmosphera (or Drama)" on Space Fleets.

Me too,same as you described,use the writing organization for know where,when how what,are doing a "TASK FORCE",(arrr am hate this term!! srry Steve!!) (FLEET r much feeling for me) with a dozens Squadroons (TASK GROUPS!!! another hatred terms!!)are operative around into Imperiale Space..

Am hope Steve,only for "Traveller breath and Drama" change this 2 terms:DDD..

And make be better a Fleets and Squadroon organisations tabble set.

Ty Steve on anticipation.

EDIT: am copy and PASTE on 4.8 NEW Suggestions post..
please follow new post from now.

TY v much
 

Offline alanwebber

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Re: 4.7 (latest) SUGGESTIONS
« Reply #101 on: December 20, 2009, 03:06:33 AM »
Steve

Would it be possible to update an NPR race name once communications are established? It seem strange that you can talk to them but still know them on the intelligence screen as Ross 128 aliens for example.

Alan
Regards

Alan Webber
 

Offline sloanjh

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Re: 4.7 (latest) SUGGESTIONS
« Reply #102 on: December 20, 2009, 02:39:05 PM »
I'm having some trouble digging out who has what bonus in my teams.  Some suggestions to make it easier:

1)  Introduce an "all leaders" choice in the "Leader Type" pulldown on the left of the "Leaders" screen.  This would allow me to see the entire ranked list of e.g. Diplomacy/Xenology/whatever in the filter on the right.
2)  On the teams tab of the F2 screen, when you click on a team have the relevant bonus displayed as part of the name of the team members, e.g. "Sam Clemens Rating 30" vice "Sam Clemens" when you click on the "Mark Twain Diplomacy Team [Human] Rating 120" team.
3)  I'm pretty sure someone else mentioned the bug on displaying Xenology ratings (they don't appear to on the Leaders screen) - fixing it would help :-)

John
 

Offline sloanjh

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Re: 4.7 (latest) SUGGESTIONS
« Reply #103 on: December 20, 2009, 10:11:43 PM »
Hi Steve,

I was reading some old suggestions threads last night, and found a "what I like about the current release" post from right after FACs came in.  Since there's been a lot of good changes with 4.7, I thought I'd do another one.

The first thing that comes to mind are the changes in mineral abundance, i.e. that factories and mines are only 50% duranium, rather than pure.  I think this has had a huge positive impact - the shortages I'm seeing are in Neutronium and Mercassium, rather than Duranium, and I haven't been in a mode of having to build overcapacity of mines in order to be able to grow the economy (mines and factories).

The next thing (which is has a higher rating in my mind that the duranium change) is automated turns.  These are saving me a HUGE amount of time - they allowed me to burn through the first 10 years of my conventional start MUCH more quickly in people-time than in previous games.  It really helps a lot to not have to wait for the turn to end, see there's no event, then push the stupid button again.

I like the research change too, although I'm not sure if the advancement needs to be toned down or is just right.  It used to be that one needed to open several new colonies with research labs so that one could work on multiple projects simultaneously.  I also used to really crank up the number of academies so that I could get a big enough officer base to get research specialities promoted high enough to be able to be Governors.  Now all that stress/micromanagment is gone  - scientist come in as scientists right away, you don't have to wait for them to be promoted, and different labs on the same world can work on different projects.  One trick I realized about 1/2 way into my empire is to "farm" scientists by giving them 1-lab projects to work on - this allows their bonuses to grow.  I don't this this is something that needs to be fixed (it makes sense to train promising leaders with small projects), but it seems like the administrative ceiling might be growing too high.  I've only got ~35 labs (conventional start), but I've probably got 15 scientists and most of them can handle at least 20 labs.  Maybe if administrative ceiling advancement had an additional probability hit proportional to the number of labs assigned to that scientist compared to that scientist's max....

I've already logged some bugs on the science interface.

I'm so-so on the industrial screen.  It was nice to be able to swing my production around to 10% missiles on a dime, but it feels a little unrealistic.  You're putting ordnance factories back in anyway, so no big deal.  I found the %-this; %-that interface to be more cumbersome (read micromanagement attention needed) than just shoving things in the queue, but that might just be that I'm not yet using it correctly.

I haven't hit aliens enough to know if the yoyo/interrupt issues that forced me out of my last game are still there, but so far all signs are positive.  The game-start NPR has fought several (3-6?) battles with precursors where there were long stretches of 5-second increments, and the game seemed to work its way through them all with automated turns on.  This is great, since it seems like the issue that made the game unplayable for me is well on its way to being fixed.  I also suspect NPR AI is a lot better - I was surprised when I peeked at it during the first battle with precursors to see how many systems the NPR had explored.  I just discovered one of the NPR construction ships in a system adjacent to my homeworld (I think there's an NPR glitch there - the construction ship was just sitting there even though there was already a jump gate, plus it wasn't building a jump gate into Sol) - I assume that's because the NPR has been doing a lot of exploring.  One weird thing - the NPR doesn't seem to have activated any other NPRs, even though it had probably explored a dozen systems when last I looked many years ago.

I really like the division/brigade structure introduced to the ground units - I think it appeals to the OCD in me :-)

John
 

Offline sloanjh

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Re: 4.7 (latest) SUGGESTIONS
« Reply #104 on: December 21, 2009, 10:54:22 PM »
Throw warning event when a ship's current move order (not all of them) result in a time greater than 100 days, and when the ship's speed is less than max.  This could done at the 5-day level, and when a move order is first given.  This ought to get rid of the ships that are just creeping along because someone forgot to up their speed when they told them to move.

John