Author Topic: C# Suggestions  (Read 266091 times)

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Offline xenoscepter

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Re: C# Suggestions
« Reply #1770 on: May 18, 2021, 08:54:51 AM »
Ability to directly begin upgrading a Ground Unit to a new Template

Right now as ground units become outdated, there's no way to directly re-equip units with the latest tech short of having them take losses that need to be replenished. Would be great if there was a way to upgrade/convert one template to a new one, similar to how ships can be upgraded. Something along the lines of an "Upgrade" order at Ground Force Training Facilities, where the mineral cost is spent to manufacture the replacement equipment, and the time cost to both build it, and train the unit on the new gear. This way unit formations with storied histories can easily be kept on the cutting edge of empire technology and not be lost to obsolescence.

 - It'd be nice to have this as a function of a refit mechanic tied to Ground Forces Construction Facilities, but without the refit rules for ships obviously.
 
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Offline villaincomer

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Re: C# Suggestions
« Reply #1771 on: May 18, 2021, 09:23:29 AM »
It would be nice to be able to search for minerals that *dont* have a colony already on them.
I appreciate there is a (C) at the end of the text string but would be nice to filter out the list.
Especially when creating new colonies en masse.

Open Mineral Survey Window > Add a radio button to Exclude Existing Colonies?
Thank you :)
 
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Offline villaincomer

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Re: C# Suggestions
« Reply #1772 on: May 18, 2021, 10:32:16 AM »
Survey Sites

Trying to track (remember) where I have landed survey teams.

I've just noticed, and am assuming that (body name) * denotes troops on site

Would it be possible to add a %/progress bar next to body names?
+ organise by systems would be helpful to concentrate on 1 system at a time as an alternative to High to Minimal. 
Aiming to save ferrying troops from one end of the galaxy to the other.

Bonus:  Filter to display completed.

Thank you :)
 

Offline skoormit

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Re: C# Suggestions
« Reply #1773 on: May 18, 2021, 03:42:58 PM »
Survey Sites

Trying to track (remember) where I have landed survey teams.

I've just noticed, and am assuming that (body name) * denotes troops on site

Would it be possible to add a %/progress bar next to body names?
+ organise by systems would be helpful to concentrate on 1 system at a time as an alternative to High to Minimal. 
Aiming to save ferrying troops from one end of the galaxy to the other.

Bonus:  Filter to display completed.

Thank you :)

Nice timing...just this morning I wrote a db query to pull this information into my spreadsheet. Message me for the query if you are interested.
 

Offline Drakale

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Re: C# Suggestions
« Reply #1774 on: May 19, 2021, 09:14:42 AM »
Here's a suggestion for a ground combat addition that I think would make sense:

When attacking an alien force in ground combat for the first time you have a very vague idea of their capabilities, which is cool but there should be a way, with the proper preparation and research to scout the enemy and figure out some information about their firearm power, armor levels etc. Now, this is all possible in the current build by sacrificing a battalion and get some information before committing to a major offensive, but my problem with that is it does not feel like something a proper army would do and feels like gaming the system.

What I would like to see is an infiltration squad mechanic where some troop can be trained to be commando style specialists. They need to be researched and assigned to a ground unit like for boarding squads. When deployed on a world these units get a large chance to avoid combat and over time can give you information on the size and composition of the opposing forces. They are not invincible of course and if long enough they will start getting casualties, at which point you have the option to retrieve them if you want.

They could also have a minor role during an active fight also, maybe something like spotter for artillery or a mechanic where they burn through some of the enemy supplies, simulating hitting munition depot and guerilla warfare.

 
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Offline villaincomer

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Re: C# Suggestions
« Reply #1775 on: May 19, 2021, 09:56:19 AM »
Like an SAS (or equivalent) recon unit that can also disrupt supplies or improve breakthrough chances.
 

Offline kingflute

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Re: C# Suggestions
« Reply #1776 on: May 19, 2021, 10:53:45 AM »
Like an SAS (or equivalent) recon unit that can also disrupt supplies or improve breakthrough chances.
Perhaps a ground team that could interfere with logistics, like loading/unloading ships etc, or gather intel on the planet and its orbit. The player could set how active/passive the team is, the more active, the greater the chance of detection.
 

Offline Alrune

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Re: C# Suggestions
« Reply #1777 on: May 19, 2021, 11:53:07 AM »
have an option to prevent the "Move to System Requiring Gravsurvey/Geosurvey" standing order from moving the fleet outside the range of its admin command
 
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Offline nuclearslurpee

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Re: C# Suggestions
« Reply #1778 on: May 19, 2021, 12:21:11 PM »
have an option to prevent the "Move to System Requiring Gravsurvey/Geosurvey" standing order from moving the fleet outside the range of its admin command

This but for all standing orders which can cause a fleet to move between systems, e.g., the salvage standing order.
 
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Offline skoormit

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Re: C# Suggestions
« Reply #1779 on: May 20, 2021, 10:20:19 AM »
On the Industry tab of the Economics screen, when I make a change to an existing project and click the Modify button, the project becomes unselected.
Very often I want to make multiple changes to a project (number, percentage, up/down queue). I must re-select the project after each change.

It would be nice if the selected project remained selected after clicking the Modify button.
 
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Offline Marski

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Re: C# Suggestions
« Reply #1780 on: May 21, 2021, 04:21:37 AM »
Add a checkboxes for Ground Formation Templates, that decides if the ground formation is numbered or not and/or even has a commander spot assigned.
It would help significantly reduce the micromanagement of re-assigning commanders from supply units to combat units.
« Last Edit: May 21, 2021, 04:36:25 AM by Marski »
 

Offline villaincomer

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Re: C# Suggestions
« Reply #1781 on: May 21, 2021, 05:20:58 AM »
Auto Assignment in Naval Command.
To save a but of micro it would be useful to assign people based on criteria.
Perhaps a similar model to that used for colonies.  I.e  Required, secondary and tertiary bonus. But applied to crew training, tactical, or logistics etc.

Bonus:  Same for ship types.  E.g. Primary bonus in surveying for my surveying ships, missiles for my missile ship.  Etc
I know we have allocation of people already based per ship type if say, people are rare.

Of course people can still micro if they choose.

Apologies if this is a duplication.  I couldn't immediately see one related.

I have automated assignments on, plenty of people but naval admin posts arent being filled.
 

Offline simast

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Re: C# Suggestions
« Reply #1782 on: May 21, 2021, 07:33:23 AM »
Add manual "auto-assignment" control for ship designs

Currently ship designs get commander auto-assignment based on the components they contain. This leads to various issues, for example if I build an orbital miner and add a cargo space to carry a mass driver - this will not be flagged as an "Orbital Miner" for commander auto-assignment purposes. So you end up micro managing those ships to make sure they have commanders with mining skill.

An option would be to just allow player to override this behavior and manually select ship "role".
 
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Offline Kristover

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Re: C# Suggestions
« Reply #1783 on: May 21, 2021, 07:44:09 AM »
Conditional Order: Refuel, Resupply, and/or Overhaul at <Destination>

I really dig the exploring game and I tend to set up a lot of orbital stations, advanced bases, and/or forward deployed replenishment ships to support those efforts.  As my empires expand, I might end up having dozens of ships out there surveying so I make judicious use of conditional orders to manage the micro.  The problem is that under the current conditionals, these ships will go to the nearest site - it doesn't matter if it is the most appropriate site or if it is one that has enough to fuel/supplies.  This becomes especially an issue in the early exploration game where I am surveying systems 2 or 3 jumps out from Sol and I might have just Earth, Mars, and one of the Jupiter moons colonized and with facilities on them and with orbital motion, instead of returning to Earth the ship decides the closest point is Europa and goes and drains the fuel I have there to 0 supporting fighters/rescue ships/etc.  I think a conditional <destination> would be a very welcome addition to address it.  The destination can be set to any body - I would expect setting it to a fleet would be a bit much work and throw a lot of errors - but I think a conditional <destination> could work.

This addition would benefit my play ENORMOUSLY.
« Last Edit: May 21, 2021, 08:19:39 AM by Kristover »
 
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Offline nuclearslurpee

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Re: C# Suggestions
« Reply #1784 on: May 21, 2021, 09:29:45 AM »
Add manual "auto-assignment" control for ship designs

Currently ship designs get commander auto-assignment based on the components they contain. This leads to various issues, for example if I build an orbital miner and add a cargo space to carry a mass driver - this will not be flagged as an "Orbital Miner" for commander auto-assignment purposes. So you end up micro managing those ships to make sure they have commanders with mining skill.

An option would be to just allow player to override this behavior and manually select ship "role".

I'd like to clarify on this example specifically:

The commander auto-assignment logic is supposed to work in an order of priorities, which is documented elsewhere but among other criteria assigns Mining-spec commanders to mining ships before assigning Logistics-spec commanders to "other" ships.

However, the logic that determines the class type for auto-assignment purposes prioritizes the cargo hold (Logistics) over the mining modules, which is not the desired behavior in most cases. Notably it prevents designs for orbital miners with an attached cargo hold for a mass driver from being usable with the commander auto-assign.

If manual assignment criteria is too big of an ask (which I can see how it would be so), at least it would be very appreciated to have the ship classification logic match the auto-assign priorities.