Author Topic: 4.7 (latest) SUGGESTIONS  (Read 15711 times)

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Offline Brian Neumann

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Re: 4.7 (latest) SUGGESTIONS
« Reply #120 on: January 04, 2010, 05:25:00 AM »
Steve, is there any way you could have a different set of npr actions for when people are starting multiple countries on the same planet.  From what I understand the normal code doesn't think about the effects of radiation/dust on itself when the home populations are on the same planet.  Sort of a setting that says we don't like you, but attacking our own planet is just to dangerous to us.

Brian
 

Offline sloanjh

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Re: 4.7 (latest) SUGGESTIONS
« Reply #121 on: January 04, 2010, 10:58:22 PM »
On the Missile/Buoy Design screen....

Filter the choices in the MSP Allocation of Previous Designs pulldown (upper left) by the Missile Series selection (mid right) or allow double-click on a missile in the Missile Series panel (mid-right) to set the MSP Allocation of Previous Designs choice.

I've forgotten the difference in my Sparrow Mk 1 and Sparrow Mk 2 anti-missiles.  I had the clever idea to simply pull them up on the design screen.  I can pull the series up fine on the right, but the only way to select missiles in the series is through the pulldown on the left, which is cluttered by all my other missile designs.  At this point I'm ok, since I don't have a lot of designs, but in the future I can see it being a problem, especially since the pulldown choices don't seem to be ordered alphabetically.

[EDIT]
DOH!! I just realized this doesn't work anyway, since the window only brings up the points, not the actual characteristics (using outdated tech) of the missiles.  I found what I was looking for in the tech report (ctrl-F7) window.

Alternate suggestion:  Allow filtering out of obsolete tech in the MSP Allocation of Previous Designs pulldown - I still think that noise in the list is going to be a problem from outdated types.

John
 

Offline Kurt

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Re: 4.7 (latest) SUGGESTIONS
« Reply #122 on: January 06, 2010, 10:07:35 AM »
Stev -

I've got a fairly minor suggestion, but it is something that has come up several times during my recent efforts to move the campaign forward.  Basically, on the Task Group screen, I'd really like for you to exclude carried ships (gunboats and fighters) from the "equalize" commands.  Every time I give an "equalize fuel" order I end up with my gunboats at 77% (or whatever).  That is a significant percentage of their entire operating time, and taking fuel away from a unit that has an operating time measured in hours or days, to give to a ship that has operating times measured in months, doesn't make sense.

Thanks -

Kurt
 

Offline Brian Neumann

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Re: 4.7 (latest) SUGGESTIONS
« Reply #123 on: January 06, 2010, 02:59:45 PM »
Steve, there used to be a screen that showed all technologies and listed thier prerequisite techs as well.  With the change you have made to research and dividing the screen up into seperate fields (I like the change by the way) the prerequisites do not show up any more.  Could we have some place where they do show up along with the cost for each tech.  It could even be a seperate table so people can refer to it when they are trying to figure out what they want to research next.

Brian
 

Offline waresky (OP)

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Re: 4.7 (latest) SUGGESTIONS
« Reply #124 on: January 10, 2010, 11:06:27 AM »
Steve,Fuel harvester subject: order: When tank are Full,unload 90%>>> at CAPITAL..or u can give us some choice where we can unload the Fuel from harversters.

If we got an "COlony" nearest Saturn (Enceladus i.e.) the idiot's commander of mine discharge up this puny "colony"..:D

d'ont make sense
 

Offline Elmo

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Re: 4.7 (latest) SUGGESTIONS
« Reply #125 on: January 11, 2010, 08:32:18 AM »
This might be on the list already but can the Event Updates screen be made available directly from the Empires drop down?  Right now I think you have to bring up the System Map first.  Not a big deal but I thought it would make sense to have it available directly since at least one veteran here recommend playing with it open all the time.
 

Offline Hawkeye

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Re: 4.7 (latest) SUGGESTIONS
« Reply #126 on: January 11, 2010, 10:03:20 AM »
Quote from: "Elmo"
This might be on the list already but can the Event Updates screen be made available directly from the Empires drop down?  Right now I think you have to bring up the System Map first.  Not a big deal but I thought it would make sense to have it available directly since at least one veteran here recommend playing with it open all the time.

It´s in the SpaceMaster dropdown menue
Ralph Hoenig, Germany
 

Offline Elmo

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Re: 4.7 (latest) SUGGESTIONS
« Reply #127 on: January 11, 2010, 10:07:19 AM »
Quote from: "Hawkeye"

It´s in the SpaceMaster dropdown menue

I see it now.  Thanks.
 

Offline sloanjh

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Re: 4.7 (latest) SUGGESTIONS
« Reply #128 on: January 11, 2010, 08:14:52 PM »
Quote from: "Hawkeye"
Quote from: "Elmo"
This might be on the list already but can the Event Updates screen be made available directly from the Empires drop down?  Right now I think you have to bring up the System Map first.  Not a big deal but I thought it would make sense to have it available directly since at least one veteran here recommend playing with it open all the time.

It´s in the SpaceMaster dropdown menue

Or ctrl-F3.

I always hit ctrl-F3(Events), F2 (Population & Production), F3 (System Map), and F12 (Task Groups) when I start Aurora.

John
 

Offline Erik L

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Re: 4.7 (latest) SUGGESTIONS
« Reply #129 on: January 12, 2010, 03:47:56 PM »
A "command" for military officers, "Reserve". Would allow us to keep officers that we have no slot for without them being RIF'd out. Of course, they'd still age, die, etc. just not get surplussed.

Offline Erik L

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Re: 4.7 (latest) SUGGESTIONS
« Reply #130 on: January 12, 2010, 03:51:09 PM »
A way to scrap PDCs.

Offline Erik L

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Re: 4.7 (latest) SUGGESTIONS
« Reply #131 on: January 12, 2010, 04:01:13 PM »
For fuel, the option to instruct it to build to a certain level, then cease.

As an adjunct, the option to maintain a certain level, i.e. 50,000,000 litres of fuel. If it drops below that, the refineries get turned on, and build up to that, then shut down.

Offline ShadoCat

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Re: 4.7 (latest) SUGGESTIONS
« Reply #132 on: January 12, 2010, 04:18:10 PM »
Quote from: "Erik Luken"
A "command" for military officers, "Reserve". Would allow us to keep officers that we have no slot for without them being RIF'd out. Of course, they'd still age, die, etc. just not get surplussed.

What he said.

Offline ShadoCat

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Re: 4.7 (latest) SUGGESTIONS
« Reply #133 on: January 12, 2010, 04:18:31 PM »
Quote from: "Erik Luken"
A way to scrap PDCs.

Ditto.

Offline sloanjh

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Re: 4.7 (latest) SUGGESTIONS
« Reply #134 on: January 12, 2010, 07:50:14 PM »
Quote from: "Erik Luken"
A "command" for military officers, "Reserve". Would allow us to keep officers that we have no slot for without them being RIF'd out. Of course, they'd still age, die, etc. just not get surplussed.

Seconded.  Or even a checkbox on the startup screen to turn off "up or out" (which Erik called RIF-ing) while still using realistic promotions.

John