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91
C# Suggestions / Re: Suggestions Thread for v2.0
« Last post by unkfester on August 10, 2022, 01:24:00 PM »
I would love a note pad function linked the system currently open in the system view, so I can leave notes about what I am doing in that system. I have no idea how much of an ask this would be though.


that would be a good idea
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C# Bug Reports / Re: v2.0.2 Bugs Thread
« Last post by Aloriel on August 10, 2022, 01:01:48 PM »
possible visual glitch

after updating my ground Forces commanders ranks new Naval admins are pulling in the Ground forces ranks

Some testing, I can manually assign Naval officers to the mislabeled groups but they will not be auto assigned or promoted into those ranks
Further related information on CdrTwohy's issues:

I have extended my naval officer rank system and suffered the same visual glitches (showing MG, LTG, GEN, and GA in naval organization). Also, it appears that my officers will not auto-promote above what used to be fleet admiral rank (R8).

I have not yet tested whether or not manually promoted officers will be assigned to commands that require those ranks.
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C# Suggestions / Re: Suggestions Thread for v2.0
« Last post by Kashada on August 10, 2022, 12:39:27 PM »
I would love a note pad function linked the system currently open in the system view, so I can leave notes about what I am doing in that system. I have no idea how much of an ask this would be though.

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C# Suggestions / Re: AI/drone crew
« Last post by Kashada on August 10, 2022, 12:37:27 PM »
I find it hard to argue that un-crewed should be added as the only real thing it adds is better RP. For example I would love to have my fighter sized missile or sensor platforms to be un-crewed as in reality no human empire would stick two people in a tiny ship for 50+ years but its also a small enough thing I can ignore it.
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C# Suggestions / Re: Suggestions Thread for v2.0
« Last post by ArcWolf on August 10, 2022, 12:14:24 PM »

1. Triage Technology: Each level increases the amount of casualties returned to their units after battle and increases the chances of officers and crew escaping from ships alive. Also reduces the chances of officers being killed in accidents.

I don't know if it is possible, since i think units are just "deleted" when they are killed, though it might be possible to add an extra "saving throw" if they are killed and if they pass that they are kept around.

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2. Healthcare Technology: Increases the lifespan of your leaders and reduces the chances they develop health issues.

3. Medical Technology: Increases the population growth rate.


Sounds good, i'd like to see these.

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More Complex Additions

4. Viral Agents: An alternative to using missiles or beam weapons to clear out an enemy planet. Viral Agents are launched from specialized bomb-bays requiring the ship to be in orbit of the target, causing no damage on their own but introducing a viral agent that will slowly (relative to bombardment) clear out the planet population and garrison without damaging the planet or infrastructure. Viral Agents are designed in the component designer and each agent needs to be custom made for each species you encounter, with the option to do so presenting after you conduct an autopsy. Using viral agents have a serious effect on you relations with any empires in contact with you or the target. Viral Agents would have two components; Viral Agent Potency, and Viral Agent Target (both researched in Biology).


While interesting, i think it's too much of an easy "I win" button. Why get involved in a long, protracted war when you can drop a couple hundred bombs and come back in 5 years with a colony fleet and get a fully developed planet practically for free.

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5. More options to upgrade infantry genetic enchantments. It could be split into three different upgrades; Health, Stamina, and Reflexes. Health increases health, much like the existing enchantments do now. Stamina increases the shots they can take per turn (they don't have to rest as often). Reflexes increases the damage done per shot to reflect better accuracy.


I also like this idea, could be cool to have more upgrade paths.
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C# Bug Reports / Re: v2.0.2 Bugs Thread
« Last post by Droll on August 10, 2022, 12:05:25 PM »
I can't find the checkbox to set a race as hostile/neutral in the Intelligence and Foreign Relations window.

Did it move somewhere else? or is it a bug?

For clarity - Is the race currently appearing as neutral or hostile?
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C# Bug Reports / Re: v2.0.2 Bugs Thread
« Last post by mpf0214 on August 10, 2022, 11:43:46 AM »
I can't find the checkbox to set a race as hostile/neutral in the Intelligence and Foreign Relations window.

Did it move somewhere else? or is it a bug?

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^It works in 2.0.2 for me... ???

Thanks for telling me. This prompted me to investigate further, and I found the reason it didn't work.

Windows Threat Protection got overzealous, since I hadn't started the new Aurora.exe yet and gave Windows the OK to run it, it refused doing so through a third-party app. It works now. :)
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C# Suggestions / Re: AI/drone crew
« Last post by TallTroll on August 10, 2022, 11:23:45 AM »
>> I've certainly never experienced anything close to a normal crew shortage and I've never heard of anyone who has

Generally, it's only likely to ever happen if you go on a building spree really early, and/or forget to mark your civilian vessels for conscript crew, and end up staffing a load of freighters with Naval crew for no real reason. Even if you do run out of Academy trained crew, IIRC (and I may not), any remaining crew slots are assumed to be conscripts, with the lower base CG that implies, so it's not like you'd get a message that a ship can't be built due to lack of crew at any point, you'd just build some with terrible starting CG stats
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C# Suggestions / Re: Suggestions Thread for v2.0
« Last post by Aloriel on August 10, 2022, 10:56:11 AM »
An option to suppress retirement and death notifications for unassigned personnel.
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