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Posted by: Steve Walmsley
« on: May 01, 2025, 07:41:27 AM »

In the Intel window, when a ship class is selected, and some ships are marked as destroyed, is it possible to continue to show the systems where those ships were (apart the wreck marks in the galactic map)? I can think to go and salvage them later, and their location is useful to remember of them.
Moreover, if I salvaged some of them, could these ones be marked somehow (let's say, using an asterisk or adding an "(s)" near the ship in the Intel window)? This mark should be valid only for the ships salvaged by me, as I don't know if a NPR did it, so adding a factor of uncertainty in perfoming these operations in systems controlled by an ostile NPR (I need to survey the system in anticipation, before mounting a mission).

Added for v2.6. The 'destroyed' text is moved to the right-hand column and the system of destruction is now included in the centre column. If a particular ship is salvaged by the viewing race, there will be an (s) next to the 'destroyed' text.
Posted by: paolot
« on: April 29, 2025, 07:02:04 PM »

...
I admit it's not the same, but you can double-click any ship in that list to focus the game on its last known location, even if it's long been destroyed or even salvaged.

Thank you Ghostly.
Never thought about double clicking.
For ships salvaged by the player, I hope for the mark sometime.
Posted by: Ghostly
« on: April 28, 2025, 01:46:08 AM »

I suggest that all diplomacy-related events that currently run once per construction increment (trespassing, diplomatic ships, establishing communications) should be triggered every increment, perhaps with the same cutoff as standing orders (3h+), with a diplomatic score adjustment based on time spent maintaining contact, or on increment length, whatever is more feasible.

As far as I understand, this shouldn't be too performance-taxing (only checking for current contact is necessary for all three), but that would be definitely worth it given how it's currently possible to intrude into alien territory without consequences, or fail to inform an NPR of your claims on the system, as long as the offending ship is outside detection range when the construction phase ends. This also means it's technically possible to enter an NPR home system and land troops on their homeworld before war is even declared. I was going to suggest that NPRs issue a harsher diplomatic response upon their colonies getting approached, however I see you've already considered the possibilities here and decided against it. I understand the concerns associated with player ships accidentally passing near a xeno colony, however approaching an alien homeworld is something that really doesn't happen by accident short of neglected geosurvey ships, so it wouldn't be far fetched to say that a NPR detecting 10kt+ of alien ships within 10mkm of their homeworld should result in an instant declaration of war.

Additionally, I would suggest that interrogating POWs of a race whose language has yet to be translated would trigger alien communication events instead of contributing to the intel score with a 80% malus. This could be restricted to the races with whom communication attempts are already underway (which are currently on by default, and can't be cancelled, maybe clicking the "Communicate" button in the Intel window again should cease the attempts?). I'm not sure whether it makes more sense for it to happen upon lifepod pickup or during proper interrogation in a naval headquarters - in any case, defeating an entire NPR's navy and capturing thousands of prisoners without ever having learned their language was certainly a peculiar experience!

I would also suggest that conducting an autopsy on an alien species would add said species to the empire's Race Information window with a population of 0, complete with full species data and an ability to create colonies for said species. This way one wouldn't have to resort to DB editing after boarding an alien colony fleet with a million colonists yet nowhere to unload them. In a similar vein, actually adding class designs for boarded alien ships into the Class Summary section of the Intel window would be very welcome, as currently one needs to switch between two windows to assess the capabilities of an enemy fleet where some classes have been boarded before.

In the Intel window, when a ship class is selected, and some ships are marked as destroyed, is it possible to continue to show the systems where those ships were (apart the wreck marks in the galactic map)? I can think to go and salvage them later, and their location is useful to remember of them.
Moreover, if I salvaged some of them, could these ones be marked somehow (let's say, using an asterisk or adding an "(s)" near the ship in the Intel window)? This mark should be valid only for the ships salvaged by me, as I don't know if a NPR did it, so adding a factor of uncertainty in perfoming these operations in systems controlled by an ostile NPR (I need to survey the system in anticipation, before mounting a mission).

I admit it's not the same, but you can double-click any ship in that list to focus the game on its last known location, even if it's long been destroyed or even salvaged.
Posted by: paolot
« on: April 25, 2025, 10:04:33 AM »

In the Intel window, when a ship class is selected, and some ships are marked as destroyed, is it possible to continue to show the systems where those ships were (apart the wreck marks in the galactic map)? I can think to go and salvage them later, and their location is useful to remember of them.
Moreover, if I salvaged some of them, could these ones be marked somehow (let's say, using an asterisk or adding an "(s)" near the ship in the Intel window)? This mark should be valid only for the ships salvaged by me, as I don't know if a NPR did it, so adding a factor of uncertainty in perfoming these operations in systems controlled by an ostile NPR (I need to survey the system in anticipation, before mounting a mission).
Posted by: skoormit
« on: April 20, 2025, 08:09:08 AM »

I humbly suggest that every version released from now on should have a default start date equal to the release date of that version.
Posted by: Blacklight
« on: April 11, 2025, 03:45:15 AM »

Was thinking about this earlier today, have you ever thought about adding some kind of Jump blocker like what Stellaris has? a planet based installation that stops ships from jumping through any JP except the one they came through? Or maybe making it so they risk taking damage when jumping? Could also make it so it only affects non stabilised JP's. Would allow people to build fortress worlds which's sole purpose is to blockade a system and prevent hostile ships from penetrating further into your space without either glassing the planet or landing troops to flush out what you've got entrenched.

Could also be fun then to make it a rare precursor spawn, forcing players to deal with the precursors before they could continue exploration down that arm of the galaxy.
It'd have to be a fairly high tech building, but would allow for some fun RP runs, a fun precursor obstacle and also good ruin loot.
Posted by: David_H_Roarings
« on: April 07, 2025, 04:39:51 PM »

An idea that seems simple to me is to have an option in the fleets so that the order doesn't mean a pause/stop game advance when finished.

For "Orders Completed" with a case box or new order, for example, "do not warn me when finished."

This would be particularly useful with fuel harvesters
Posted by: xenoscepter
« on: April 06, 2025, 10:42:25 PM »

 --- Option to change "berthing quality". I know life support is largely abstracted, but the option to allow us to have crew quarters take up less space for any given deployment time in exchange for diminished performance would be flavourful. Likewise, allowing them to take up more space for a bonus to performance, as the opposite tact. Gives some nice RP to different ships. Maybe corvettes are cramped ass vessels because they really aren't meant for long term habitation while cruisers very much are.

 --- A nice dovetail would be to allow that malus to tick down to zero when on shore leave, so ships that spend a lot of time in port by design (system defense ships, etc.) won't be as badly affected.

 --- Obivously, fightercraft already have a greatly reduced crew need, so while this might be beneficial in some cases for them, they should still have to allocated a minimum of 1 Crew Quarters Fighter for both sanity's sake and to prevent potential null errors.
Posted by: Lindi
« on: April 06, 2025, 11:56:53 AM »

An idea that seems simple to me is to have an option in the fleets so that the order doesn't mean a pause/stop game advance when finished.

For "Orders Completed" with a case box or new order, for example, "do not warn me when finished."
Posted by: Panopticon
« on: March 25, 2025, 03:31:22 PM »

Yeah that all sounds pretty sweet.
Posted by: Tavik Toth
« on: March 25, 2025, 01:28:15 PM »

Also sounds a good way to RP experiment/prototype weapons and the like
Posted by: Steve Walmsley
« on: March 25, 2025, 11:15:05 AM »

Perhaps something like the Lensman 'Primary Beams' which originated from burning out a standard energy projector in one blast and was very destructive, later books featuring cartridges of sandard energy projectors which burned out with every shot and were then replaced

In fact, maybe a variety of modifications to weapons that increase their failure rates. Rather than current or immediate fails, there could be a range in between. One example might be an overloaded capacitor that improves rate of fire at the expense of higher failure. Or researching 20cm Carronades also provides a 'primitive 25cm' with a much higher failure rate. Unstable particle beams that have higher power but may explode, etc. Not something that is economically sustainable for general use, but useful in an emergency when outclassed.
Posted by: Andrew
« on: March 25, 2025, 10:13:42 AM »

Perhaps something like the Lensman 'Primary Beams' which originated from burning out a standard energy projector in one blast and was very destructive, later books featuring cartridges of sandard energy projectors which burned out with every shot and were then replaced
Posted by: Steve Walmsley
« on: March 25, 2025, 03:40:06 AM »

Playing with an idea here:

A fun  ;D addition would be variable firing range distances. Once the firing distance of a gun has been explored, you position yourself outside that range and nag away at the enemies defences.

At a quite high cost of maintenance and/or energy wouldn't it be fun if a gun emplacement on a planet could temporarily extend its weapon range to get a surprising counter volley into your occupying ships? Should definitely extremely costly to do that, but fun for some role-play events, if we can find a reasonable mechanic to realise this.

In Starfire, one race had bomb-pumped lasers, with the bomb detonating in a containment chamber inside their ships. It made the low-tech weapon powerful, with the downside that containment occasionally failed and blew up the ship. Maybe I could add something on these lines.
Posted by: Steve Zax
« on: March 24, 2025, 12:54:33 PM »

When do we get intel from interrogating prisoners from lifepods in 2.5?
When we pick up the pods, or when we land the prisoners on a colony?

Is it different in 2.5.1?

Is it GOING to be different in 2.6?

Assuming you meant to post in the questions thread. You get intel points upon picking up the pods in 2.5/2.5.1, and will get them after interrogating prisoners at a suitable colony in 2.6.0. https://aurora2.pentarch.org/index.php?topic=13463.msg171766#msg171766

Oops I posted in the wrong thread, thank you for your answer.