Author Topic: Suggestions for v5.1  (Read 48550 times)

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Offline Balibar

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Re: Suggestions for v5.0
« Reply #120 on: February 02, 2010, 04:50:07 AM »
Ships that are in orbit terraforming, or mining, or harvesting sorium for fuel are listed on the Task Force screen as having no orders.  It would be helpful if these ships (groups) were listed as doing what they are doing.  Same for ships in Training.
 

Offline mrwigggles

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Re: Suggestions for v5.0
« Reply #121 on: February 02, 2010, 05:24:07 AM »
Superior Task Group should respect the special ability of its suburbanite fleets.

As in, a fuel harvester task force with subordinate fuel harvest detached should issue orders as if the task force had a fuel harvest in its task force.
 

Offline mrwigggles

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Re: Suggestions for v5.0
« Reply #122 on: February 02, 2010, 06:49:56 AM »
Research Design Tab for its Cloak system should include its hull size and mass. Or is this an oversight?
 

Offline nichaey

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Re: Suggestions for v5.0
« Reply #123 on: February 02, 2010, 08:58:33 AM »
I don't know if this was already mentioned, but I feel the need for more filters on the event update screen.

  or at least the ability to hide all commander related events. I turned on automanage commanders because I didn't want to nanomanage in that respect, and now whenever somebody dies or even sneezes theres half a page of people adanvcing in rank
 

Offline Steve Walmsley (OP)

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Re: Suggestions for v5.0
« Reply #124 on: February 02, 2010, 09:03:16 AM »
Quote from: "nichaey"
I don't know if this was already mentioned, but I feel the need for more filters on the event update screen.

  or at least the ability to hide all commander related events. I turned on automanage commanders because I didn't want to nanomanage in that respect, and now whenever somebody dies or even sneezes theres half a page of people adanvcing in rank
If you click the Event List button, you will see a list of events. Double-click the events to filter them out. I know there is a display bug for the Event List - it is fixed in v5.0

Steve
 

Offline VariousArtist

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Re: Suggestions for v5.0
« Reply #125 on: February 02, 2010, 09:16:47 AM »
Quite often I miss to research racetech I need for my ongoing projects, so I would love to be able to filter the research for Racetechs only, regardless of category (especially unfinished ones).
 

Offline Steve Walmsley (OP)

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Re: Suggestions for v4.9
« Reply #126 on: February 02, 2010, 11:15:28 AM »
Quote from: "sloanjh"
On the Research tab of the F2 screen:  Always put in the researcher's specialization (vice "none"), even when the researcher's bonus is 0%.  I give researchers "training projects" to give them an opportunity to grow their skills, so a 0% CP researcher is different from a 0% EW to me.
Added for v5.0

Steve
 

Offline sloanjh

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Re: Suggestions for v5.0
« Reply #127 on: February 02, 2010, 10:28:45 PM »
Aesthetic request (low priority):  The ability to click on a single civie ship in the "Shipping Lines" screen and see only the "Recent Deliveries" for that ship.  Also, the ability to turn off the "click on a civie ship in the Shipping Lines screen and have the system map go to that ship" effect (similar to clicking on events).

I just opened a new extra-solar colony which will consume most of my civie shipping, but Mars has enough population that a few ships might do an Earth/Mars trade route back and forth.  I'd like to see the paths of particular ships, but it's hard to pick them out from the noise of all the other ships in the line.

John
 

Offline Osmosis Jones

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Re: Suggestions for v5.0
« Reply #128 on: February 03, 2010, 11:37:24 AM »
I don't think this is in (I certainly haven't encountered it, but I'm fairly new to the game), but I was wondering how difficult it would be to add the ability to produce ordanance etc in deep space? As in, you have a shipboard module, a cargo hold full of of the necessary minerals, and if you give the order, it starts producing missiles. Right now, you can sort of approximate it by lugging factories around, dumping them on planets and then setting them to work, but it's less than ideal.

Basically, I want to be able tow a big fat ship out into deep space, and have it sit there, being fed minerals from my roving harvester fleets, which it converts into missiles, maintenance supplies, and I suppose fighters.
 

Offline VariousArtist

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Re: Suggestions for v5.0
« Reply #129 on: February 03, 2010, 12:26:32 PM »
Create new game: Can we get an additional option for a start in a randomized starting system? I mean no more Earth, Mars, Jupiter, etc. I miss the surprise-effect from other games! =)
 

Offline Erik L

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Re: Suggestions for v5.0
« Reply #130 on: February 03, 2010, 12:29:06 PM »
Quote from: "VariousArtist"
Create new game: Can we get an additional option for a start in a randomized starting system? I mean no more Earth, Mars, Jupiter, etc. I miss the surprise-effect from other games! =)

There is a function for that. Under starting race. Select the SM Race option.

Offline Father Tim

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Re: Suggestions for v5.0
« Reply #131 on: February 03, 2010, 01:30:18 PM »
Quote from: "Erik Luken"
Quote from: "VariousArtist"
Create new game: Can we get an additional option for a start in a randomized starting system? I mean no more Earth, Mars, Jupiter, etc. I miss the surprise-effect from other games! =)

There is a function for that. Under starting race. Select the SM Race option.

It's a little more complicated than that, as Aurora does not have a 'create system with a habitable world' function, so the player needs to create a new system, select a body with acceptable gravity, add a colony of the SM race, use the F2 P&P window Environment tab (in SM mode) to adjust the atmosphere to include Oxygen (or Methane) and remove any dangerous gasses, then use the F9 SysInfo window SM button 'Create Empire'.
 

Offline VariousArtist

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Re: Suggestions for v5.0
« Reply #132 on: February 03, 2010, 01:47:25 PM »
I was just a few steps into this when I thought "hey, would be damn cool to have an start option that does that for you!" =)
 

Offline Brian Neumann

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Re: Suggestions for v5.0
« Reply #133 on: February 03, 2010, 03:17:16 PM »
Steve, could you possibly make the missile ablative armour more effective based on the tech researched.  Something based on the amount of internal armour that has been researched rather than directly off of the armour available for ships.  For instance at Ceramic composite having 1msp give 2 points of protection instead of 1.

This is the only area on missiles that does not get better with higher tech.  I do not think it should go up as fast as armour does.  With a cap of maybe 1msp giving 5 points of protection on the high end.  This would make a lot of design choices interesting at higher tech levels.  For instance having 2-3 points of armour makes the choice of using lasers vs gauss cannon a viable one, and also makes a difference between 10cm and 15cm weapons.  You can get more 10cm on board, but the 15cm have a much better kill chance, etc.

Brian
 

Offline MoonDragon

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Re: Suggestions for v5.0
« Reply #134 on: February 03, 2010, 07:29:43 PM »
Currently (4.91), only the colonies with population specify the status of the planetary "geological team survey". The mining colonies, even though they have been team surveyed, do not show the status. Could this be augmented please?
(@)