Author Topic: Official Suggestion Thread for 5.20 or later  (Read 190646 times)

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Offline jseah

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Re: Official Suggestion Thread for 5.20 or later
« Reply #465 on: May 31, 2011, 06:04:47 AM »
Shipyard function:  Deactivate

I'm juggling a bunch of shipyards around my homeworld due to population constraints and the need to build multiple specialized hulls. 
Currently, the method was to build a bunch of orbiting tugs-without-engines which didn't do anything but tractor / release shipyards to juggle the idle ones with the working ones. 

Some form of shipyard function to deactivate them (no worker requirement) in the colony window would be nice. 
 

Nabobalis

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Re: Official Suggestion Thread for 5.20 or later
« Reply #466 on: May 31, 2011, 08:21:24 AM »
For the next update how about release a patch and a full version and get rid of the old 4.91 and later threads?
 

Offline LoSboccacc

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Re: Official Suggestion Thread for 5.20 or later
« Reply #467 on: May 31, 2011, 09:24:53 AM »
For the next update how about release a patch and a full version and get rid of the old 4.91 and later threads?

if this goes on, I'd like to add to the default installation a preset empty game with reasonable defaults so one can just get rolling
 

Nabobalis

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Re: Official Suggestion Thread for 5.20 or later
« Reply #468 on: May 31, 2011, 10:35:47 AM »
More control over the generation of the galaxy, e.g likelihood of habitable planets, mineral content.

Also do the invaders come randomly or does something trigger them?
 

Offline Father Tim

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Re: Official Suggestion Thread for 5.20 or later
« Reply #469 on: May 31, 2011, 10:55:51 AM »
Also do the invaders come randomly or does something trigger them?

Yes, to both.  They randomly appear, but only after you leave your home system.  So a conventional start empire won't be wiped out before they master spaceflight.
 

Nabobalis

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Re: Official Suggestion Thread for 5.20 or later
« Reply #470 on: May 31, 2011, 12:36:32 PM »
Yes, to both.  They randomly appear, but only after you leave your home system.  So a conventional start empire won't be wiped out before they master spaceflight.

Would a trigger of a certain amount of tech points be a nicer way to trigger them?
 

Offline Brian Neumann

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Re: Official Suggestion Thread for 5.20 or later
« Reply #471 on: May 31, 2011, 03:31:35 PM »
There is also a check box on the game info screen to turn them on.  The default is off.  You can turn them on part way into a game if you do not want them there to start with.

Brian
 

Offline waresky

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Re: Official Suggestion Thread for 5.20 or later
« Reply #472 on: June 03, 2011, 07:13:53 AM »

Gah!  No, don't!  Please change it back.  As a frequent inhabitor of nebulae I need my cargo & colony ships to move faster than 1108 kms - not to mention my terraformers, jumpgate construction ships, asteroid miners, salvagers, etc.

3rd,4th and X'th..

Absolutely DON'T
 

Offline sloanjh

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Re: Official Suggestion Thread for 5.20 or later
« Reply #473 on: June 05, 2011, 11:35:45 AM »
An interrupt when a "hostile" TG enters a player's fire-control range.  This should NOT apply to NPR fire-control range....

I've got a beam-armed picket on a JP into enemy territory.  An enemy survey ship is approaching the JP.  I've got him on actives, but it'll be 10 hours before he arrives and I can shoot him.  Meanwhile, a big battle is going on in another system.  I'm pretty sure that what's going to happen is that I'm going to forget the survey ship is there, and he'll zip through the JP without me remembering to shoot at him because I'll get neither an event nor an interrupt when he's within beam range.

I'm pretty sure that NPR, on the other hand, already have this logic built in, so we don't need more NPR-on-NPR interrupts.

[EDIT] - Yep, I missed him.  He just transitted.

John

PS - I don't want to target and open fire on the scout now since then I'll be spammed with "No attempt to fire" messages.
« Last Edit: June 05, 2011, 11:38:12 AM by sloanjh »
 

Offline sloanjh

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Re: Official Suggestion Thread for 5.20 or later
« Reply #474 on: June 05, 2011, 03:03:23 PM »
Add a "RaceID" column to the tech systems table that indicates which race initially invented that system, and a corresponding column in the tech report (ctrl-F7) screen.

I've been recovering tech specifications from an alien race (e.g. CAPTOR drone), and I can imagine it becoming difficult to distinguish "home grown" designs from alien designs.  If you added a "Source Empire" column to the ctrl-F7 screen that would make it easier to track....
 

Offline sloanjh

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Re: Official Suggestion Thread for 5.20 or later
« Reply #475 on: June 05, 2011, 04:10:14 PM »
Three new "Recrew" buttons on the F6 screen:  Recrew with trainees, Recrew with 50% conscripts, Recrew with 100% conscripts.

These would dump the ship's current training points into the training pool then refill the ship with the appropriate percentage for the racial training.  Of course if you didn't have enough trained crew for the level requested, the balance would be filled out with conscripts.

This is a simple attempt to resolve the frustration I think a lot of us feel about having highly trained cargo ships (or PDC) whose crew we can't get at to put on more useful ships.  It wouldn't address the fleet training issue that people have brought up (where they want to swap crews between ships), but at least it would let one's BuPers get at all those highly trained individuals manning radar stations in Nome.

John
 

Offline jseah

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Re: Official Suggestion Thread for 5.20 or later
« Reply #476 on: June 05, 2011, 04:27:15 PM »
but at least it would let one's BuPers get at all those highly trained individuals manning radar stations in Nome.
I haven't seen "BuPer" outside of the Honorverse...

XD



Anyway, it strikes me that the first retooling of a new shipyard is free and instant.  When retooling elsewhere takes a long long time. 

Why is this?  Either make first retooling take the usual tooling time (and allow SM instant retool), or add a de-tooling command to return a shipyard to "No class assigned". 
 

Offline sloanjh

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Re: Official Suggestion Thread for 5.20 or later
« Reply #477 on: June 05, 2011, 05:24:07 PM »
Anyway, it strikes me that the first retooling of a new shipyard is free and instant.  When retooling elsewhere takes a long long time.  

Why is this?  Either make first retooling take the usual tooling time (and allow SM instant retool), or add a de-tooling command to return a shipyard to "No class assigned".  
Because it's assumed that you know which class the SY will be building while you're building the SY, so you can build it already tooled.  Admittedly there's a bit of an exploit there....  If Steve were to go with "1st retool costs just as much as any other", then I would advocate cutting SY build costs so that overall "tooled SY" construction time was roughly equal.

John
 

Offline jseah

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Re: Official Suggestion Thread for 5.20 or later
« Reply #478 on: June 06, 2011, 04:02:48 AM »
Because it's assumed that you know which class the SY will be building while you're building the SY, so you can build it already tooled.  
HA!

I never know what use my shipyards are for when I build them.  I just eyeball my production numbers and estimate how much shipyard I need to fill up the spare planetside production power. 

Besides, isn't it a major problem when I do things like build a naval yard, go "hmm, I have nothing I need this yard for actually", give it a continual expansion order and forget about it for six years. 
Come back later and find a use for it maybe.  I have one yard building up for a destroyer design (but will need to retool), and one freshly built yard I have no idea what it will do.  Probably going to build cruisers (16ktons) or something. 
 

Offline sloanjh

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Re: Official Suggestion Thread for 5.20 or later
« Reply #479 on: June 06, 2011, 08:32:44 AM »
HA!

I never know what use my shipyards are for when I build them.  I just eyeball my production numbers and estimate how much shipyard I need to fill up the spare planetside production power. 

Besides, isn't it a major problem when I do things like build a naval yard, go "hmm, I have nothing I need this yard for actually", give it a continual expansion order and forget about it for six years. 
Come back later and find a use for it maybe.  I have one yard building up for a destroyer design (but will need to retool), and one freshly built yard I have no idea what it will do.  Probably going to build cruisers (16ktons) or something. 

That's the exploit.  If it were done the other way, then you'd run into the opposite problem when you did know the class for which the SY was intended (hence my suggestion of cutting the construction cost).  IIRC, when Steve put this stuff in, he mentioned that the Soviets used to build specific SY complexes for specific warship designs.

John