Author Topic: Suggestions for v5.1  (Read 48453 times)

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Offline mrwigggles

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Re: Suggestions for v5.0
« Reply #90 on: January 27, 2010, 06:45:09 PM »
Quote from: "Andrew"
9 days to load the company on the ship , I have not tried to load them onto the shuttle yet, but I recall that taking 9 days in the previous version

I'm also not seeing how a chs can help to load infantry, unless they are all in fright boxes.
 

Offline ShadoCat

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Re: Suggestions for v5.0
« Reply #91 on: January 27, 2010, 09:05:00 PM »
Quote from: "mrwigggles"
Quote from: "Andrew"
9 days to load the company on the ship , I have not tried to load them onto the shuttle yet, but I recall that taking 9 days in the previous version

I'm also not seeing how a chs can help to load infantry, unless they are all in fright boxes.

Freight boxes?  That would be the luxury troop ship.

Offline boggo2300

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Re: Suggestions for v5.0
« Reply #92 on: January 27, 2010, 09:44:20 PM »
I dunno firight boxes sounds like an awfully good description for orbital insertion marines to me

Matt
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Offline Paul

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Re: Suggestions for v5.0
« Reply #93 on: January 27, 2010, 10:43:16 PM »
First of all I I'd like to say great game. I discovered this gem by a thread I read over on the Bay12 forums. I only found this a few days ago, and I've already spent countless hours playing it (and dieing to evil aliens on my first run-through, but as they say at the Bay12 forums - Losing is Fun). Something that has been bothering me is the mineral count of home worlds. I posted about it in the Game Mechanics area in question form, but I figured this would be a more appropriate location for a suggestion.

My suggestion is to modify the homeworld mineral generation to overlap the standard mineral generation instead of replacing it. For example, if Homeworld X was generated with 3,000,000 Duranium and 1,000,000 Sorium, the homeworld code would leave the bulk of those two deposits and simply adjust to make the planet more homeworld-like. So maybe the final result would be a world with 3,000,000 Duranium, 1,000,000 Sorium, and the other 9 minerals at the base homeworld amount of roughly 20-100k each.

So basically it would generate the amount of minerals and the accessibility like it does now, then it would check to see if existing mineral content is higher than the amount the homeworld code generated. If it is, the higher amount is used. All the accessibility scores would just be replaced by the homeworld code, since it generally gives better accessibility and would be more suitable for homeworlds.

This way the homeworld would still have a shortage problem on some minerals which would force players to outsource them(from what I can see it never gives worlds all 11 minerals except homeworlds), but would have a comparatively logical amount of minerals when compared to the other worlds with the same or similar gravity rating (like Venus).

I did some searching to see if this had been suggested before, but all I found was posts about how people were using the SM to increase starting minerals on homeworld (So I guess I wasn't the only one who saw it as strange, hehe).
 

Offline ZimRathbone

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Re: Suggestions for v5.0
« Reply #94 on: January 28, 2010, 03:17:50 AM »
Quote from: "Paul"
This way the homeworld would still have a shortage problem on some minerals which would force players to outsource them(from what I can see it never gives worlds all 11 minerals except homeworlds), but would have a comparatively logical amount of minerals when compared to the other worlds with the same or similar gravity rating (like Venus).

I did some searching to see if this had been suggested before, but all I found was posts about how people were using the SM to increase starting minerals on homeworld (So I guess I wasn't the only one who saw it as strange, hehe).

I have seen occasional unihabited worlds with all minerals (perhaps 1 in 1000 of those that have minerals) but yes its quite rare, but I usualy find one or two in each game.  Part of the discussion of the use of SM mode to increase homeworld minerals was due to the fact that duranium used to be required for almost everything except fuel, and as a result you often ended up with economic crashes 3-4 years into the game.  I believe Steve re-jigged a lot of the build costs a while ago, and I (for one) have experienced far fewer mineral shortages in the first few years than I used to.  Its still not quite perfect but ususally I end up with around 10-12 years worth of high accesabilty of duranium, which is often good enough to at least get the first major outsystem mining colony up and running.
Slàinte,

Mike
 

Offline Morrigi

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Re: Suggestions for v5.0
« Reply #95 on: January 28, 2010, 08:41:30 AM »
This has probably come up before, and apologies in advance for being a noob, but is there any chance it will be possible to resize the windows or change the resolution? Having to scroll all over the place is getting annoying...
 

Offline Steve Walmsley (OP)

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Re: Suggestions for v5.0
« Reply #96 on: January 28, 2010, 09:54:55 AM »
Quote from: "Morrigi"
This has probably come up before, and apologies in advance for being a noob, but is there any chance it will be possible to resize the windows or change the resolution? Having to scroll all over the place is getting annoying...
Have a look at the FAQ for display issues

viewtopic.php?f=100&t=2033

Steve
 

Offline Morrigi

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Re: Suggestions for v5.0
« Reply #97 on: January 28, 2010, 11:12:12 AM »
:roll:
 

Offline Father Tim

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Re: Suggestions for v5.0
« Reply #98 on: January 30, 2010, 05:33:47 AM »
Please decouple the 'up-or-out' function from 'Realistic Officer Promotions'.  I'm trying to model the Royal Navy during the Age of Sail, where once an officer was 'made Post' their eventual rise to flag rank and beyond was guaranteed if they lived.  For example, Provo Wallis became 'Admiral of the Fleet' simply by living long enough, having racked up an astonishing 96 years in uniform.
 

Offline Father Tim

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Re: Suggestions for v5.0
« Reply #99 on: January 30, 2010, 09:25:48 AM »
On the (F2) 'Population & Production' window, 'Teams/Academy' tab, 'Team Members' box, would it be possible to get the relevant bonus/skill for team members displayed after their name when a team is selected in the above 'Teams based on this Colony' box?
 

Offline Steve Walmsley (OP)

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Re: Suggestions for v5.0
« Reply #100 on: January 30, 2010, 09:54:01 AM »
Quote from: "Father Tim"
On the (F2) 'Population & Production' window, 'Teams/Academy' tab, 'Team Members' box, would it be possible to get the relevant bonus/skill for team members displayed after their name when a team is selected in the above 'Teams based on this Colony' box?
I have already added that for v5.0 :)

Also, you can see the bonuses and assignments for each person in the list when you are forming a team so you don't need to check the Officer window to decide on the right candidates for a new team

Steve
 

Offline sloanjh

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Re: Suggestions for v5.0
« Reply #101 on: January 30, 2010, 11:18:06 AM »
I realize this might be a bit complex to get the mechanics right, but....

Allow construction factories to add to the capacity of SY, create new slipways, and/or build SY with initial sizes larger then 1kton/1slipway.

At present I'm running a 10billion pop conventional campaign (seeing if bigger industry can overcome tech disadvantage vs. NPR), so my industrial base is 10x what it normally is.

The good news is that almost everything is scaling well (it's amazing how fast research gets done with 100+ labs :-), although I do see some data-management issues looming on the screens for ground units, officers, SY management etc - basically anything where you need to control individuals becomes 10x harder when you have 10x of them.

The one thing that isn't scaling well is the lag time in SY to build many or large ships.  Basically, once you've built a SY, you have no way to speed up the growth of the SY - once the initial yard is built, it takes the same time to expand the capacity of a SY to make capable of constructing a super-carrier whether you've got 100 construction factories or 10,000.  One of the things that I think would be fun in this 10x game would be to a few 100kton warships rather than 10x 10kton warships, but I'll need to wait decades for my new SY to grow big enough to manage a 100kton ship.

Two thoughts of how to do this:

A)  Allow construction factories to be assigned to SY for the purposes of their expansion tasks.  These construction factories would be taken out of the general industrial pool, i.e. they would get "first dibs" on the factories before the various percentages of the other stuff was factored in.

B)  Add "expand capacity for SY X" or "build new slipway for SY X" to the possible industrial tasks.  The management problem here is coordinating between the industrial tasks and the growth task of the SY itself.  An extreme version of this would be to remove the ability of SY to grow themselves from the SY - just turn it into another industrial task (I'm not sure I like that idea due to micromanagement concerns on the industrial tasks screen - I think I prefer #A above).

Note that, once the SY is built, I can speed up construction of large ships by creating prefab components - I was originally skeptical of this idea when it was introduced, but now that I'm using it I love it - it's simply getting a SY big enough in place that's the problem.

A few minor suggestions for managing 10x games that I thought of while typing:

1)  Allow SY to be set into a "continuous construction" task, where it automatically starts a new ship of the same class whenever the previous ship finishes.  This would cut down on micromanagement of series production.

2)  When building prefab components, add a command that allows you to build the prefab components for an entire ship class as a single task.  At present, I'm spending a lot of time adding tasks for 5 ion engines, 1 active sensor, 1 thermal sensor, 1 EM sensor, etc. and coordinating their percentages so they finish at the same time, all to prefab the components of a single ship.

2')  It just occured to me that suggestion A above could also be used to make prefabbing easier - allow industrial capacity to be dedicated to SY construction tasks too.  I'm not sure you're going to like this one though (which is ok), since you want to make it hard to switch SY abilities around.  On the other hand, the retooling cost/time is still there, which adds switching time.

3)  I'm not having a lot of luck with the current numerical rating system for prioritizing officer assignments to classes in auto-assign.  How about a new dialog/tab on the Commanders window that allowed you to pick a level of commander - it would then present all of the classes which that level can command as an ordered list with up or down arrows.  The class ordering could then be adjusted by hitting the arrows.  Level of commander would still be controlled by the DAC tab of the F5 screen - it's just the priority of the classes for getting commanders that seems hard/cumbersome.

4)  Some way to group ground units into "commands" that can be minimized, without requiring the building of HQ.  Actually, I think someone else (Waresky maybe?) has suggested something similar for TF/TG.  In the TF/TG version, the F12 screen would have an additional pulldown selector for "TF being viewed" (which would include "all" as an option).  If the TF was set to e.g. "Exploration Command", then only TG in Exploration command would show up TG selector.  The "command" idea for ground units is similar - a command wouldn't have any game mechanics significance, it would just be a tag that could be filtered against.  As a concrete example, if I end up with 100 Marine companies, each on a ship, my "all ground units" screen is going to be a nightmare because I can't put them into an HQ.

John
 

Offline sloanjh

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Re: Suggestions for v5.0
« Reply #102 on: January 30, 2010, 11:23:38 AM »
A "tiny" troop transport module that holds a company.  At present, if I want to put a boat bay on a cruiser that holds a single company-size assault craft (fighter), I need to put in a battalion's worth of quarters.

And a similar suggestion for luxury passenger quarters.  Father Tim (I think) had a cool role playing idea of creating diplomatic courier vessels for transporting diplo teams in a role playing sense.  For every troop transport module size, I'd like to see a lux module of the same size.

John

PS - I have this incredible feeling of deja vu - I may have already made this one in another post.  If so, that just shows that I think it's a really good idea :-)
 

Offline Andrew

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Re: Suggestions for v5.0
« Reply #103 on: January 30, 2010, 12:33:33 PM »
Quote from: "sloanjh"
A "tiny" troop transport module that holds a company.  At present, if I want to put a boat bay on a cruiser that holds a single company-size assault craft (fighter), I need to put in a battalion's worth of quarters
Small Company sized transport modules already exist
 

Offline sloanjh

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Re: Suggestions for v5.0
« Reply #104 on: January 30, 2010, 12:47:36 PM »
Quote from: "Andrew"
Quote from: "sloanjh"
A "tiny" troop transport module that holds a company.  At present, if I want to put a boat bay on a cruiser that holds a single company-size assault craft (fighter), I need to put in a battalion's worth of quarters
Small Company sized transport modules already exist

DOH!!!  I had it in my head that normal = brigade and small = battalion.  Never mind....  :oops:

John