Author Topic: Official Suggestion Thread for 5.20 or later  (Read 195116 times)

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Offline ZimRathbone

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Re: Official Suggestion Thread for 5.20 or later
« Reply #180 on: February 20, 2011, 12:30:17 AM »
I don't like the way refitting works.  You have to clone the class, then make the changes.  Then, when everyone's refitted, you have to delete the original and change the new one's name (if you want to keep the name).  This seems like a lot of trouble for a new sensor system.  What I'd propose is a "minor refit mode" where you change the class as-is.  It doesn't edit the existing units, but it does alter new-builds, and any that come back in can be refit as well.  It'd probably only work for certain things, like electronics, which are easy to change and have shorter lifespans.  Maybe the ship has to be within 5% or so.

Hmmm, how to put this delicately?

The reason that you need to clone the class is that the database needs two seperate records - one for the state before the change another for the state after the change otherwise you WILL change all existing units of a particular class in some (but not all) respects.  (eg stuff that the program tracks through the class record eg components that make up a unit  WILL change but stuff that is recorded on a per unit basis eg max speed will not) - I've seen this effect when SM changing classes post construction - it gets resolved if you refit the unit to the same class

You can have the new class have the same name as the old class if you like - just change the name of the original class to Blaster-OLD or something like that (from the database POV its not required - it just allows users to know which version of the Blaster class you're looking at if they have unique class names - usually done by adding a suffix like -A or Mod 1 or the like.  The downside is that if you use auto numbering ship names then it will restart from 001, and you will get duplicate names.

In any case if the change is small enough then you will be able to build both classes in the same shipyard without further work - eg I have a class Imp ( a small missile corvette) which had an upgrade to its ECM & ECCM suites (from 1 to 2) which was saved as the Imp-A class,  I was able to build either of these options from the Daawerk Shipyard (which was configured for Imps) or to convert an Imp to an Imp-A if I wanted or build or refit to any non obsolete class that was within the size of the yard and could be refitted to from an Imp for less than 20% of the construction cost of the Imp
« Last Edit: February 20, 2011, 12:51:40 AM by ZimRathbone »
Slàinte,

Mike
 

Offline Icebird

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Re: Official Suggestion Thread for 5.20 or later
« Reply #181 on: February 20, 2011, 12:52:52 AM »
Well, you could have all this implemented software-side, not visible to the user.
I don't know what is the database structure, but if you can have 3 fields with ID, Name and Class_ID, it could work.
Let's say you modify an existing class. The software then create a new entry with same name and Class_ID but new ID. All new ship built use the latest ID, and if you "update" a ship at a shipyard, it will change to use the latest ID in the same Class_ID.
 

Offline Erik L

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Re: Official Suggestion Thread for 5.20 or later
« Reply #182 on: February 20, 2011, 03:08:51 AM »
It'd be nice to be able to set a name theme for officers from a colony.

i.e. Earth - United States
     Alpha Centauri II - German
     Wolf 46 A II - Chinese


Offline boggo2300

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Re: Official Suggestion Thread for 5.20 or later
« Reply #183 on: February 20, 2011, 03:44:42 PM »
It'd be nice to be able to set a name theme for officers from a colony.

i.e. Earth - United States
     Alpha Centauri II - German
     Wolf 46 A II - Chinese



OOOOH!  +1 this would be awesome!

Matt
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Offline voknaar

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Re: Official Suggestion Thread for 5.20 or later
« Reply #184 on: February 21, 2011, 02:35:47 AM »
After reading a thread in Academy somewhere I had a idea about a way to address the problem with beam defences being not on par with AMM's something to do with beam firecons being the weakness IIRC. Perhaps the ships ability to turn/move should help? My thinking is a bit strange but if a ship was turning into the incoming target it could assist both the turrets and the firecon's because the ship itself is moving in a way to assist in the aiming process. It would probably require coordination of helmsmen and firecon operators, which is a ships commanders area. Or it could be something that could be developed tech wise such as thrusters or autopilot combat assistance.

Basically the ship could assist leaving room to modify the turrets and firecon to remove some of the speed ratings and put more range or firepower into them.

Hope that made more sense in writing than it did in my sleep deprived brain.
 

Offline Steve Walmsley (OP)

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Re: Official Suggestion Thread for 5.20 or later
« Reply #185 on: February 21, 2011, 05:58:33 AM »
After reading a thread in Academy somewhere I had a idea about a way to address the problem with beam defences being not on par with AMM's something to do with beam firecons being the weakness IIRC. Perhaps the ships ability to turn/move should help? My thinking is a bit strange but if a ship was turning into the incoming target it could assist both the turrets and the firecon's because the ship itself is moving in a way to assist in the aiming process. It would probably require coordination of helmsmen and firecon operators, which is a ships commanders area. Or it could be something that could be developed tech wise such as thrusters or autopilot combat assistance.

Basically the ship could assist leaving room to modify the turrets and firecon to remove some of the speed ratings and put more range or firepower into them.

Hope that made more sense in writing than it did in my sleep deprived brain.

I don't want beam defences to be on a par with anti-missiles :)

Anti-missiles require ordnance which has to be produced and shipped to the escort in question. Beam weapons have endless ammunition. It's the same with anti-ship missiles and beams. Missiles are great tactically but have a lot of weaknesses strategically.

Steve
« Last Edit: February 21, 2011, 01:17:12 PM by Steve Walmsley »
 

Offline bean

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Re: Official Suggestion Thread for 5.20 or later
« Reply #186 on: February 21, 2011, 11:27:16 AM »
OK, maybe my refit idea wasn't the best.
One thing that would add a lot of realism would be a more sophisticated demographic system.  At the moment, all that matters is the raw number of people.  Here's what I propose:
Instead of simple population, there are three different population numbers: children, adults, and elderly.  Agriculture and services percentages are based off of the total population.  Children count as .5, adults and elderly as 1.  Only adults can work.  Each build cycle, a certain percentage of adults have children, a certain percentage of children become adults, a certain percentage of adults become elderly, and a certain percentage of elderly die.  The percentages can be modified by biotech technologies.
This change would also probably change the way population limits work.  Each world would have a "carrying capacity" that defines how many people it can support.  This is based on hydrosphere, tectonics, land area, etc.  Birth rate is partially based on percent of carrying capacity.  Infrastructure-supported colonies work the same way, and the capacity can be raised with infrastructure. 
I hope all of the above makes sense.  It might be a good idea to set it up as an option.
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Offline UnLimiTeD

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Re: Official Suggestion Thread for 5.20 or later
« Reply #187 on: February 21, 2011, 02:43:39 PM »
I like that for A2, but for 5.40 I don't see that comming.
Now while calculating it that way is nice, the question is if the player at all needs to know if the only way to influence it is technology that affects everyone.
 

Offline MattyD

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Re: Official Suggestion Thread for 5.20 or later
« Reply #188 on: February 21, 2011, 02:59:25 PM »
OOOOH!  +1 this would be awesome!

Matt

A little spooky that I can quote the entire post but it is correct even down to the two t's in Matt.

This would be great for me as I'm toying with the idea of setting up a 2300 AD game (Another GDW rpg - with 3 arms of human expansion and a big bad nasty waiting out there.) The problem being is that within the French Arm, for instance, there are British and German colonies dotted among the French majority.

The ability to set national profiles  for colonies would be a huge help.
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Offline bean

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Re: Official Suggestion Thread for 5.20 or later
« Reply #189 on: February 21, 2011, 03:07:23 PM »
I like that for A2, but for 5.40 I don't see that comming.
Now while calculating it that way is nice, the question is if the player at all needs to know if the only way to influence it is technology that affects everyone.
Even if the player doesn't need to see it, it can be still there.  Plus, it might have a fairly large effect on gameplay.  After all, for the first few years of a new colony, growth in adults will be limited because of lack of kids.  Plus, I can think of three different techs:
1. Early maturation.  A higher percentage of kids become adults.
2. Longevity. A lower percentage of adults become elderly.  Also, a lower percentage of elderly die.  However, if done right, the adult-to-elderly ratio will decrease.
3. Birth rate.
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Offline Steve Walmsley (OP)

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Re: Official Suggestion Thread for 5.20 or later
« Reply #190 on: February 21, 2011, 03:08:24 PM »
A little spooky that I can quote the entire post but it is correct even down to the two t's in Matt.

This would be great for me as I'm toying with the idea of setting up a 2300 AD game (Another GDW rpg - with 3 arms of human expansion and a big bad nasty waiting out there.) The problem being is that within the French Arm, for instance, there are British and German colonies dotted among the French majority.

The ability to set national profiles  for colonies would be a huge help.

I actually tried a campaign based on the same type of theme as 2300 AD. Here is the link:

http://aurora2.pentarch.org/index.php/topic,957.0.html

You can already create Empires that use multiple commander name themes, just not specific to planets.

Steve
 

Offline Erik L

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Re: Official Suggestion Thread for 5.20 or later
« Reply #191 on: February 21, 2011, 03:13:41 PM »
I actually tried a campaign based on the same type of theme as 2300 AD. Here is the link:

http://aurora2.pentarch.org/index.php/topic,957.0.html

You can already create Empires that use multiple commander name themes, just not specific to planets.

Steve

Empires yes, but not within the same empire.

(see 4-5 posts up)

Offline Steve Walmsley (OP)

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Re: Official Suggestion Thread for 5.20 or later
« Reply #192 on: February 21, 2011, 03:17:10 PM »
Empires yes, but not within the same empire.

(see 4-5 posts up)

You can create a single Empire that uses up to five different commander name themes at the same time, based on a percentage distribution. For example, 30% American, 30% Russian, 20% Japanese, 10% German, 10% French. You can set it up on the Ctrl - F2 Race window.

Steve
 

Offline Erik L

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Re: Official Suggestion Thread for 5.20 or later
« Reply #193 on: February 21, 2011, 03:35:59 PM »
You can create a single Empire that uses up to five different commander name themes at the same time, based on a percentage distribution. For example, 30% American, 30% Russian, 20% Japanese, 10% German, 10% French. You can set it up on the Ctrl - F2 Race window.

Steve

I do that all the time. But it'd be really nice to be able to simulate ethnic groups within the empire settling planets, and maintaining their cultural identity through names.

I do seem to recall a bug with the 5 name theme... If you include the "major" name theme from above, it throws an error.

Offline boggo2300

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Re: Official Suggestion Thread for 5.20 or later
« Reply #194 on: February 21, 2011, 04:00:28 PM »
A little spooky that I can quote the entire post but it is correct even down to the two t's in Matt.

This would be great for me as I'm toying with the idea of setting up a 2300 AD game (Another GDW rpg - with 3 arms of human expansion and a big bad nasty waiting out there.) The problem being is that within the French Arm, for instance, there are British and German colonies dotted among the French majority.

The ability to set national profiles  for colonies would be a huge help.

Even spookier when you look at some of my old posts about 2300 ;)

Matt
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