Author Topic: Suggestions for v5.1  (Read 48707 times)

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Offline Charlie Beeler

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Re: Suggestions for v5.1
« Reply #270 on: March 11, 2010, 07:31:27 AM »
During empire creation the ability to de-select ordinance and/or fighter factories in favor of construction factories.  The was available prior to construction factories handling ordinance and fighter production but not reinstated when they were broken back out.  At least not for player race creation, NPR's appear to be able to not have fighter factories in favor of more construction factories.
Amateurs study tactics, Professionals study logistics - paraphrase attributed to Gen Omar Bradley
 

Offline Charlie Beeler

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Re: Suggestions for v5.1
« Reply #271 on: March 11, 2010, 09:23:46 AM »
A way to have seperate names for colonies on the same world.  This really comes into play when play a game with multiple empires on the same world and one conquers another.  The labels in some places are identical.  (example mass driver destinations on the minerals tab of the F2 economics screen).
Amateurs study tactics, Professionals study logistics - paraphrase attributed to Gen Omar Bradley
 

Offline Arwyn

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Re: Suggestions for v5.1
« Reply #272 on: March 11, 2010, 09:50:43 AM »
One thing that might be helpful is a way to prevent civilian colonizers from landing on non-habitable colony sites.

I have a colony on a planet with the gravity thats a few points over the maximum allowed for my race. I dropped the colony there so I could land an engineer brigade to salvage the colony ruins I found there. Everything was fine until the engineers recovered a facility that turned out to be a couple of hundred points of infrastructure. Since they, the civilians have been sending a non-stop stream of colonists to the site, even after I removed the infrastructure.

Its rather annoying to see a message every few months about all the colonists dying when they land on the planet.  :(

A quick toggle to prevent civilian colonization would be handy for things like that.
 

Offline Another

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Re: Suggestions for v5.1
« Reply #273 on: March 11, 2010, 11:47:13 AM »
Quote from: "Arwyn"
One thing that might be helpful is a way to prevent civilian colonizers from landing on non-habitable colony sites.

I have a colony on a planet with the gravity thats a few points over the maximum allowed for my race. I dropped the colony there so I could land an engineer brigade to salvage the colony ruins I found there. Everything was fine until the engineers recovered a facility that turned out to be a couple of hundred points of infrastructure. Since they, the civilians have been sending a non-stop stream of colonists to the site, even after I removed the infrastructure.

Its rather annoying to see a message every few months about all the colonists dying when they land on the planet.  :(

A quick toggle to prevent civilian colonization would be handy for things like that.

Have you tried to designate that colony as "source of colonists" at "civilian/ind status" tab?
 

Offline Brian Neumann

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Re: Suggestions for v5.1
« Reply #274 on: March 11, 2010, 01:54:54 PM »
Steve, is there any chance that you could tie the protection for missile's that the ablative armour gives to the tech of armour that has been reasearched.

Brian
 

Offline Arwyn

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Re: Suggestions for v5.1
« Reply #275 on: March 11, 2010, 04:13:57 PM »
Quote from: "Another"
Quote from: "Arwyn"
One thing that might be helpful is a way to prevent civilian colonizers from landing on non-habitable colony sites.

I have a colony on a planet with the gravity thats a few points over the maximum allowed for my race. I dropped the colony there so I could land an engineer brigade to salvage the colony ruins I found there. Everything was fine until the engineers recovered a facility that turned out to be a couple of hundred points of infrastructure. Since they, the civilians have been sending a non-stop stream of colonists to the site, even after I removed the infrastructure.

Its rather annoying to see a message every few months about all the colonists dying when they land on the planet.  :(

A quick toggle to prevent civilian colonization would be handy for things like that.

Have you tried to designate that colony as "source of colonists" at "civilian/ind status" tab?

Sure have, no luck.
 

Offline sloanjh

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Re: Suggestions for v5.1
« Reply #276 on: March 11, 2010, 11:06:26 PM »
Quote from: "Arwyn"
Quote from: "Another"
Have you tried to designate that colony as "source of colonists" at "civilian/ind status" tab?

Sure have, no luck.

IIRC, this doesn't work for colonies that have less than 25m people.  The flag in the DB is only for turning on incoming colonists (i.e. making it a destination even after there are 25m pop).  You can see this by trying to set the flag for a colony with less than 25m - if you go away then come back (e.g. by reselecting your empire in the upper left box) you'll see the radio button magically reset itself - it won't "stick"

STEVE - Can you "fix" this for 5.1 so that the switch is meaningful for all colony sizes?

John
 

Offline MoonDragon

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Re: Suggestions for v5.1
« Reply #277 on: March 11, 2010, 11:55:03 PM »
Could the variable that determines rate/probability of officers getting sick be exposed, please? I'm getting way too many officers coming down with some debilitating diseases. Out of ~300 officers in total, on almost every turn (30 days) I take I get at least one of them becoming sick.
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Offline backstab

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Re: Suggestions for v5.1
« Reply #278 on: March 12, 2010, 12:28:03 AM »
Quote from: "Charlie Beeler"
A way to have seperate names for colonies on the same world.  This really comes into play when play a game with multiple empires on the same world and one conquers another.  The labels in some places are identical.  (example mass driver destinations on the minerals tab of the F2 economics screen).
 This would be useful for Pre TN Starts on earth also !
Move foward and draw fire
 

Offline sloanjh

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Re: Suggestions for v5.1
« Reply #279 on: March 12, 2010, 12:47:23 AM »
Keep the fractional sizes for turrets, rather than rounding up.  With the small fuel tanks/crew quarters, these fractions can add up....

John
 

Offline waresky

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Re: Suggestions for v5.1
« Reply #280 on: March 12, 2010, 05:40:54 AM »
Quote from: "backstab"
Quote from: "Charlie Beeler"
A way to have seperate names for colonies on the same world.  This really comes into play when play a game with multiple empires on the same world and one conquers another.  The labels in some places are identical.  (example mass driver destinations on the minerals tab of the F2 economics screen).
 This would be useful for Pre TN Starts on earth also !
+1+1+1+1!!

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Offline Charlie Beeler

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Re: Suggestions for v5.1
« Reply #281 on: March 12, 2010, 07:06:23 AM »
Quote from: "Arwyn"
One thing that might be helpful is a way to prevent civilian colonizers from landing on non-habitable colony sites.

I have a colony on a planet with the gravity thats a few points over the maximum allowed for my race. I dropped the colony there so I could land an engineer brigade to salvage the colony ruins I found there. Everything was fine until the engineers recovered a facility that turned out to be a couple of hundred points of infrastructure. Since they, the civilians have been sending a non-stop stream of colonists to the site, even after I removed the infrastructure.

Its rather annoying to see a message every few months about all the colonists dying when they land on the planet.  :(

A quick toggle to prevent civilian colonization would be handy for things like that.

Perhaps a new type of planetary/system ban,  Military exclusion zone.  Still allows the play to assign colonies, but civilian activity is banned.  Still have the chance that the civilians will ignore it just like the current full ban.
Amateurs study tactics, Professionals study logistics - paraphrase attributed to Gen Omar Bradley
 

Offline waresky

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Re: Suggestions for v5.1
« Reply #282 on: March 13, 2010, 03:52:13 AM »
SITUATION: Squadroon NEED to refuel all ships.
Objectives: resolve in 1 hand the task:
NEEDED: a SINGLE button to refuel FROM Tanker Squadroon linked in same Squadroon WITHOUT follow a complicated orders line,from position then Refuel..

EDIT: NOT from a USELESS equalize refuel..not not..ANOTHER button please:DDDD
« Last Edit: March 13, 2010, 03:53:29 AM by waresky »
 

Offline UnLimiTeD

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Re: Suggestions for v5.1
« Reply #283 on: March 13, 2010, 05:17:45 AM »
Stuff I'd like to see, now without the enourmous fluff like in my own thread;
Pick some^^


Interface:
-Allow orders in the middle of the list (In the fleet window) to be deleted when selected,
that way you don't have to delete everything below and put it back in thereafter.

-Order possible actions for Freighters not after 'load' and 'unload', but whats actually there,
having 'load Infrastructure' and unload Infrastructure directly next to each other.
-Allow a doubleclick to pick up a specific team or ground unit, it would be so nice if it was consistent in this ;)

Game:
-How about an automatic Space/Time bubble for NPRs fighting?
Whenever they need 5second increments, calculate 10, then advance the rest of the universe by a minute, repeat.
That way only one system needs 5 seconds and a player not involved in it will notice less.

-I would love to be able to have a more advanced race creation, with more breathable gases, and resistances for dangerous ones.
Why can't I make a race that breathes Water or Carbon Monoxide, or needs radiation to live?
Would give bombarding their planet an entirely new meaning^^

-An option to not automatically retire officers with a skill above 25%. I've lost some pretty good officers because at that time, I didn't have an assignment for them.

-Techs to filter radiation etc. Can't imagine no one would ever invent that. Or genetics and cybernectics for more efficient workers/crews.

Equipment:

Ship Capacitors:
Provide double the energy of a same size same tech generator, but only for 30 seconds.
Need to be charged like weapons outside of combat.
This would give players the choice to pack capacitors for short engagements, minimizing the chance of reactor explosion,
at the cost of no longterm staying power. Could also be installed in Fighters to give them a very small
powersource for a dozen shots that needs to be recharged at a carrier afterwards.


More miniaturization!

How about Battery Lasers, that are even smaller, and have yet higher reload, but can fire a limited number of shots relatively fast?
Like:
Battery Laser:
33% Size
2x Reload for 2 Shots, 50x Reload Noncombat

Or the other direction:
Pulse Laser, taking up more energy (per multiplier, so capacitors aren't too weak) for fire rate.
That would allow you to sacrifice range and space for drastically higher dps.

Defenses:

-Small Craft shields!
I'd really love a 25t shield to apply on beamfighters or gunboats, maybe less fuel efficient and weaker.

Shield Types, I'd love choices there;
Examples:

-Reflective Shields, sacrificing shield strength at 1/point per 20% reflection chance
-The possibility to shift shield strenght to recharge or the other way around when designing a shield.
Would give a HUGE bunch of tactical choices.

-Heavy Shield generators, spanning a bubbleshield that will protect the fleet.

-AntiEnergy shields, taking 20% less damage from beam weapons, but will let missiles pass.


-Armor Alloy coating, reducing armor strengh for specific effects. (effectively takes away a layer, same weight)

Examples:
Reactive: Fires an electric charge to prematurely detonate missiles, reduces missile damage on armor (dmg*0.9-1)
Requires 1 layer/5 armor layers

Hardened: Expensive, increases armor value/HS by 10%, incomming damage (dmg*1.1-1); This will decrease the effect of small calibers
requires 1 layer total, more efficient the more armor you apply.

Energetic: Increases Shield Strenght by 1 point for every outer armor plate, maximum +50% shield strenght.
Requires 1 layer total. Better on huge ships.

Living Armor: Will consume Fuel or Energy to shift armor over to damaged areas slowly and repair the lowest layer.

Combat Maneuvers, like:

Afterburner, +50% speed, firecontrols and sensors go offline. 5x fuel use, lasts only a few increments.
Overcharge, +50% damage, -50% reload for 2 shots, weapon recieves electronic damage and 1 shot cooldown (2x reload)

Also, +1to waresky.

Awesome game;
Regards
 

Offline MoonDragon

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Re: Suggestions for v5.1
« Reply #284 on: March 13, 2010, 10:22:13 AM »
Quote from: "UnLimiTeD"
-An option to not automatically retire officers with a skill above 25%. I've lost some pretty good officers because at that time, I didn't have an assignment for them.

F4; select commander; in Additional Details, bottom row of checkboxes, check Do Not End Tour button.
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