Author Topic: Official Suggestion Thread for 5.20 or later  (Read 190753 times)

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Offline ardem

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Re: Official Suggestion Thread for 5.20 or later
« Reply #915 on: May 28, 2012, 10:22:57 AM »
This is not correct all operational submarines had internal torpedo tubes (the first American and British ones did, as did the French I beleive)(http://en.wikipedia.org/wiki/Holland_class_submarine) These Turkish subs are not really effective or operational submarines and as the Turkish navy in this period is a bad joke cannot be used as an example of technology I am not aware of them operating any modern warship until they started to aquire some just before WW1 .
British submarines up until WW2 sometimes had external tubes which could not be reloaded in addition to their internal tubes for use if they had a shot at a high value target.(http://en.wikipedia.org/wiki/British_T_class_submarine)

The reason for the preference for internal tubes is maintenance , internal tubes allowed the torpedo's to be carried inside the hull and checked by torpedo men so reducing the chance of malfunction while external torpedo's where exposed to a nasty corrosive environment and tended to break even more than normal

The Nordenfeldt's were the first 3 submarines types featuring torpedos, yes there was  on 3 made made but they were first launched in 1885, the first internal tube launch was done by holland with 'plunger' That was not until 1897 when it was launched. That's  is a clear 12 years later, I would call that tech advancement not a starting point. However plunger was a failure until the Holland IV was produced in 1899 and bought by the US in 1901.

I would treat this similarly to the first rocket launch tubes on a submarine, they look sufficient to be call box launchers. They are still the genus on the development life cycle, regardless of production.

http://www.prinzeugen.com/V2.htm
 

Offline Erik L

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Re: Official Suggestion Thread for 5.20 or later
« Reply #916 on: May 29, 2012, 11:20:50 AM »
Prior to having conditional orders clear the queue, have the game scan the queue for orders that will remedy the situation that triggered the conditional.

I.E. fleet with 53% fuel has a conditional to refuel at 50%. If there is a refuel order in the queue, it shouldn't wipe it.

Offline Erik L

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Re: Official Suggestion Thread for 5.20 or later
« Reply #917 on: May 31, 2012, 11:02:26 AM »
When a new scientist joins, the event log should say what his field/bonus is instead of his promotion score.

Offline Bgreman

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Re: Official Suggestion Thread for 5.20 or later
« Reply #918 on: May 31, 2012, 01:02:33 PM »
It would be nice if espionage teams could generate a report of what the population on a planet is doing: i.e., a list of industry projects, or a list of ships under construction, or shipyard activities, or current research activities.  The current espionage system lets us steal things that are already done.  It would be useful if we could augment that with finding out what an opponent is currently up to.
 

Offline Erik L

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Re: Official Suggestion Thread for 5.20 or later
« Reply #919 on: May 31, 2012, 01:22:37 PM »
Why are Ground Unit delivery notices for my race SM Only events?

Offline Hawkeye

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Re: Official Suggestion Thread for 5.20 or later
« Reply #920 on: May 31, 2012, 01:50:37 PM »
When a new scientist joins, the event log should say what his field/bonus is instead of his promotion score.

Ahem, it does so already, no?
Only time it doesn´t is, when the scientist has a 0% bonus. Hm, come to think of it, this might actually be a bug.
Ralph Hoenig, Germany
 

Offline Erik L

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Re: Official Suggestion Thread for 5.20 or later
« Reply #921 on: May 31, 2012, 02:02:18 PM »
Ahem, it does so already, no?
Only time it doesn´t is, when the scientist has a 0% bonus. Hm, come to think of it, this might actually be a bug.

Not that I've seen. They've been showing admin ratings (number of labs) and promotion scores.

Offline Erik L

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Re: Official Suggestion Thread for 5.20 or later
« Reply #922 on: May 31, 2012, 05:08:29 PM »
An event notice for when all ships in a task group reach 100% TF training.

Offline Erik L

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Re: Official Suggestion Thread for 5.20 or later
« Reply #923 on: May 31, 2012, 05:17:00 PM »
When a shipyard is capable of building more than one class, the class it is actually tooled for is the default build class. Now I need to figure out what to do with 2 60k ton freighters instead of my JCS.

Offline swarm_sadist

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Re: Official Suggestion Thread for 5.20 or later
« Reply #924 on: May 31, 2012, 07:47:42 PM »
The ability to filter out fighter groups/capital ships separately, to reduce clutter.

The ability to organize flights and wings of a mothership from the design window, just like setting up the default magazine settings.

Being able to set fighter wings on default manoeuvres, such as Combat Patrol or Intercept.  Being able to modify these orders so you can adjust bearing and distance, weapon's settings and loadout.

Assign default fire control settings from the design window.  Maybe make multiple loadouts and settings for different mission types.  EX: One setting has multiple small missiles loaded for fleet PD, another has a mix for Ship Hunting.

Being able to designate whether you think a ship type is commercial or not, in the tactical intelligence screen, so you can filter enemy civilian ships out.  It should cancel and interrupt if discovered otherwise (like finding out they have weapons).

Make it so larger meson launchers cause more damage.  Large meson cannons are practically useless once the focusing tech becomes high enough.

Track company loyalty, lowered by taking over their mining colonies and some such.  Allow companies to carry weapons on ships through the use of laws.  EX: Anti-pirate law allows one combat ship of 3000 tonnes or less, for every 50000 tonnes of shipping.  Ship is allowed railgun, gauss, laser and CIWS.
 

Offline Hawkeye

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Re: Official Suggestion Thread for 5.20 or later
« Reply #925 on: May 31, 2012, 11:05:44 PM »
Not that I've seen. They've been showing admin ratings (number of labs) and promotion scores.

New Officer:   
Tiberius Livius lentullus has joined your scientific establishment. Research (Missile(/Kinetic Weapons) 15% Administrating Rating 3: Promotions Score 0
Ralph Hoenig, Germany
 

Offline Erik L

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Re: Official Suggestion Thread for 5.20 or later
« Reply #926 on: June 01, 2012, 10:34:33 AM »
New Officer:   
Tiberius Livius lentullus has joined your scientific establishment. Research (Missile(/Kinetic Weapons) 15% Administrating Rating 3: Promotions Score 0

It's not in the log anymore, but I had one that just showed Promotion score 0. Nothing else.

*edit*
Looking at the available scientists, I do have 4 with a 0% bonus. It might have been one of them.

Offline Person012345

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Re: Official Suggestion Thread for 5.20 or later
« Reply #927 on: June 01, 2012, 11:56:11 AM »
I really wish I could stage mock battles with my own vessels. 

I got this game roughly a week and a half to two weeks ago.   So far, I love it.   My worst experience was getting all the windows to come up on my monitor, but that was not so bad -- I simply told my computer I actually had two monitors (which is not true) and then moved the windows over, then shut down the false monitor.   I'm actually a little afraid of the v5.  70 changes because I fear they'll make the game harder to pick up and learn.   However, I should get on to my topic. 

I knew there would likely not be the option to do this, but nevertheless I proceeded to attempt it anyway.   I designed and built ships carrying "dummy" missiles with no warhead, and practice anti-missile missiles to shoot them down with.   After time I got the ships up and armed, moved them to some waypoints, and fired the dummy missiles.   Unfortunately, I found no option that allowed me to fire my weapons at either my own ships or my own parasite vessels (such as missiles).    I wish such an option existed. 
I agree in principle, but it actually is perfectly do-able in game. SM a new race with virtually nothing onto the planet, transfer your ships over, stage your mock battle, transfer them back and disband the population.

I've done this before. I actually had it as a permanent feature. I did a conventional multiple-race earth start and used it to test new nuclear weapon designs on (often as merely showing off by the race involved that they had trans-newtonian missile capability), as well as transferring some obsolete ships over as target drones to test new ships and weapons designs.
 

Offline Erik L

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Re: Official Suggestion Thread for 5.20 or later
« Reply #928 on: June 03, 2012, 03:13:43 PM »
Filter out the civilian TF from the right-click fleet submenus on the galaxy map. And order them by name instead of the haphazard listing that is there now.

Offline Erik L

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Re: Official Suggestion Thread for 5.20 or later
« Reply #929 on: June 03, 2012, 06:33:19 PM »
Instead of having industries 0% or 100% via the Civ/Industry tab on the Economics screen, make it a percentage. It'd be nice to put an industry, say fuel refineries to 50%, and free up some workers while still maintaining some fuel generation.