Author Topic: C# Suggestions  (Read 273314 times)

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Offline alex_brunius

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Re: C# Suggestions
« Reply #2205 on: November 23, 2021, 05:12:10 PM »
why not make those combat missions be the fighters equivalent to rear echelon, support, Front line defence/Attack?

My point was that software development is tricky, and the more you increase complexity, the more likely stuff will go wrong and it takes longer time to develop it. It's not a bad idea to reuse the same dropdown used for ground unit Field Positions for different things, but to illustrate my point that is what Steve did when selecting a new research field for Scientist, and results are not always what you expect them to be...  ::)



Now this discussion escalated offtopic... again... so I'm sorry for that Steve/Mods.  ::)
 

Offline nuclearslurpee

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Re: C# Suggestions
« Reply #2206 on: November 23, 2021, 05:38:59 PM »
Do we even have mods? I thought we just had a bunch of well-behaved people and then sometimes Erik does techy magicks.  :P
 
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Offline ArcWolf

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Re: C# Suggestions
« Reply #2207 on: November 23, 2021, 05:45:54 PM »
Do we even have mods? I thought we just had a bunch of well-behaved people and then sometimes Erik does techy magicks.  :P

well you know what they say, 'if you do your job right, no one will even know you did anything." :D

Seriously though, i do think GSF as a ground unit could work quite well.
 

Offline Garfunkel

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Re: C# Suggestions
« Reply #2208 on: November 23, 2021, 09:31:12 PM »
Do we even have mods? I thought we just had a bunch of well-behaved people and then sometimes Erik does techy magicks.  :P
Due to how forum software works, us three "bug mods" are actually "global mods". But it's not like we need to do much aside from occasionally approving a post from a non-registered poster.
 

Offline Migi

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Re: C# Suggestions
« Reply #2209 on: November 24, 2021, 09:19:06 AM »
As a small QOL enhancement can we have the ship class abbreviation (CL, TG, FTR) displayed when you go to build ships, stations and fighters?
In the Industry tab, when selecting which Space Station or Fighters to build, it only shows the class name.
Likewise in the Shipyards tab, under the shipyard retooling and the various yard tasks only show the class name.
 
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Offline alex_brunius

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Re: C# Suggestions
« Reply #2210 on: November 27, 2021, 12:52:35 PM »
A small wishlist for more things to show up in the Race Comparison window (because who doesn't love more data  ;D):

- Manufacturing Population
- Manufacturing Employed Population
- Manufacturing Available Workers

- Current Wealth
- Annual Income
- Annual Expenditure

- Ground Force Total Cost
- Ground Force Total Units
- Ground Force STO Size
- Ground Transport Capacity on Ships (tons)

- Naval Shipyard Slipways
- Commercial Shipyard Slipways
 

Offline Tavik Toth

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Re: C# Suggestions
« Reply #2211 on: November 28, 2021, 06:29:08 PM »
I can't remember if someone else has already suggested this, but the ability to design conventional tech beam and kinetic weapons (even if it is just lasers and railguns) to complement conventional missiles. Maybe have them be half of what the first TN laser and railgun techs can do?
« Last Edit: November 29, 2021, 02:07:28 PM by Tavik Toth »
 

Offline nakorkren

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Re: C# Suggestions
« Reply #2212 on: November 28, 2021, 09:39:44 PM »
Minor quality of life improvement: would it be possible to add a text field on the Mining tab, directly below the Mass Driver Destination drop down, that displays the current (or average, if that's computationally easier) "trip time" for a mineral packet sent to that destination? It would help players avoid setting destinations orbiting other stars, i.e. situations where the minerals you purchased will arrive in a few decades unless you turn off the mass driver and just pick up the minerals with a cargo courier ship.

*cough* Asking for a friend *cough*.
 

Offline Steve Walmsley

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Re: C# Suggestions
« Reply #2213 on: November 29, 2021, 11:21:06 AM »
Minor quality of life improvement: would it be possible to add a text field on the Mining tab, directly below the Mass Driver Destination drop down, that displays the current (or average, if that's computationally easier) "trip time" for a mineral packet sent to that destination? It would help players avoid setting destinations orbiting other stars, i.e. situations where the minerals you purchased will arrive in a few decades unless you turn off the mass driver and just pick up the minerals with a cargo courier ship.

*cough* Asking for a friend *cough*.

Added for v2.0.
 
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Offline Steve Walmsley

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Re: C# Suggestions
« Reply #2214 on: November 29, 2021, 12:03:46 PM »
As a small QOL enhancement can we have the ship class abbreviation (CL, TG, FTR) displayed when you go to build ships, stations and fighters?
In the Industry tab, when selecting which Space Station or Fighters to build, it only shows the class name.
Likewise in the Shipyards tab, under the shipyard retooling and the various yard tasks only show the class name.

Added for v2.0.
 
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Offline nakorkren

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Re: C# Suggestions
« Reply #2215 on: November 29, 2021, 09:01:55 PM »
It would be really cool if mineral packets could be intercepted by a ship. This would allow a weaker civ to practice piracy (flavor!) as well as potentially impose a sort of blockade of a planet, separating it from its mining colonies without having to fight the garrisons and capture said colonies.

This could be tied together with other prior requests to let ships behave like (or mount) mass drivers, or it could be an option available to any ship with a cargo shuttle and cargo bay.

Not sure how this would be implemented in the game, maybe as a as a standing order to "Capture mineral packets near a rendezvous point" or something like that.
 
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Offline nuclearslurpee

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Re: C# Suggestions
« Reply #2216 on: November 29, 2021, 10:03:41 PM »
This would allow a weaker civ to practice piracy (flavor!) as well as potentially impose a sort of blockade of a planet, separating it from its mining colonies without having to fight the garrisons and capture said colonies.

It really wouldn't.

Aurora in general doesn't really allow for a lot of complexity at the level of single-system warfare, because the vast majority of fleet engagements happen at or near jump points. Simply put, you're not going to get a pirate fleet into the enemy system to steal their mineral packets without fighting their JP defense fleet, destroying it, and securing the JP for yourself. Unless you use some very off-normal settings, jump point topography simply is the dominant terrain of strategic warfare in Aurora

To be fair, I have managed to do limited commerce raiding in my own campaigns, but this always happens after the enemy fleet is reduced to scattered escorts, and it is less commerce raiding and more chasing down their remaining commercial fleet at that point. The roleplay ideal of piracy and raiding to weaken an alien empire is largely incompatible with how Aurora actually works in practice.

This is why the new Raider spoilers will be such a good addition to the game, as their mechanics will be really the only ones that actually allow this kind of economic warfare in practical terms.
 

Offline smoelf

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Re: C# Suggestions
« Reply #2217 on: November 30, 2021, 07:00:53 AM »
Add a conditional order for salvage fleets to unload all installations, components, and minerals at nearest colony when cargo hold is full.
 
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Offline LuuBluum

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Re: C# Suggestions
« Reply #2218 on: December 01, 2021, 09:21:12 AM »
Add a checkbox to prevent officers from teleporting to and from their destinations upon (re)assignment. We have the option to shuttle them around, after all; it'd be nice if it could be forced.
 

Offline Steve Walmsley

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Re: C# Suggestions
« Reply #2219 on: December 01, 2021, 09:58:18 AM »
Add a checkbox to prevent officers from teleporting to and from their destinations upon (re)assignment. We have the option to shuttle them around, after all; it'd be nice if it could be forced.

That is how it used to work in the early versions of VB6. It ended up as tedious micromanagement without any meaningful decisions involved, so I removed it for C#.
 
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