Author Topic: 1.10.0 Changes Discussion  (Read 15876 times)

0 Members and 1 Guest are viewing this topic.

Offline SpikeTheHobbitMage

  • Bug Moderators
  • Commodore
  • ***
  • S
  • Posts: 670
  • Thanked: 159 times
Re: 1.10.0 Changes Discussion
« Reply #30 on: May 11, 2020, 06:01:10 PM »
And about the medal importer, isn't having "," be the separator between the items going to be problematic for when a medal has a comma in its description or in its file name? Maybe the different items could be put on separate lines, with the condition numbers still sharing a single line.  Would maybe be better for readability, too?
regarding the commas, there is a way to escape them in CSV, so that they don't break the formatting.
https://stackoverflow.com/questions/4617935/is-there-a-way-to-include-commas-in-csv-columns-without-breaking-the-formatting
Yup, just put those names in "".
 

Offline Destragon

  • Lieutenant
  • *******
  • D
  • Posts: 151
  • Thanked: 87 times
Re: 1.10.0 Changes Discussion
« Reply #31 on: May 11, 2020, 08:54:07 PM »
Oh, thanks, I was hoping for that.
 

Offline Hastermain

  • Petty Officer
  • **
  • H
  • Posts: 24
Re: 1.10.0 Changes Discussion
« Reply #32 on: May 12, 2020, 02:02:19 AM »
Is Gene editing gonna make it to 1.10 or are you holding off on it for some reason (changes from VB or something you want to add)?

Probably not. Not actively holding off - more lacking enthusiasm to add :)

It's not added? I conquered an NPR planet, and it had one Gene Editing building, as well as an indicator of yearly % genome change (something like that, I don't remember the precise wording)
 

Online Steve Walmsley (OP)

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 11720
  • Thanked: 20650 times
Re: 1.10.0 Changes Discussion
« Reply #33 on: May 12, 2020, 04:16:13 AM »
Is Gene editing gonna make it to 1.10 or are you holding off on it for some reason (changes from VB or something you want to add)?

Probably not. Not actively holding off - more lacking enthusiasm to add :)

It's not added? I conquered an NPR planet, and it had one Gene Editing building, as well as an indicator of yearly % genome change (something like that, I don't remember the precise wording)

The buildings exist. They just don't do anything yet.
 

Offline SA_Drone

  • Able Ordinary Rate
  • S
  • Posts: 2
Re: 1.10.0 Changes Discussion
« Reply #34 on: May 12, 2020, 04:21:49 AM »
Can we put in a stop upon Communication and Intelligence Updates when using auto-turns? Specifically, when full diplomatic communication is first established and when new diplomatic contacts are made.

Or, even better, a way to allow the player to define their own stops?
 

Online Steve Walmsley (OP)

  • Aurora Designer
  • Star Marshal
  • S
  • Posts: 11720
  • Thanked: 20650 times
Re: 1.10.0 Changes Discussion
« Reply #35 on: May 12, 2020, 06:14:09 AM »
Hey, about the "automatic research" feature, are the connected techs getting grouped up into a single tech in the research screen, so that it doesn't display the different troop transport techs as separately available research anymore?

The automatic techs all have the primary tech as a prerequisite, so they won't show up.
 
The following users thanked this post: DIT_grue

Offline Jorgen_CAB

  • Admiral of the Fleet
  • ***********
  • J
  • Posts: 2847
  • Thanked: 676 times
Re: 1.10.0 Changes Discussion
« Reply #36 on: May 12, 2020, 06:39:30 AM »
Regarding parasites landing on the mother-ship and forming a sub-fleet... can it also be possible that the sub fleet are created below the carrier wherever that is in the hierarchy of the fleet. Or is this already they way you set it up?

You might perhaps have the carrier in it's own sub-fleet.... I for example tend to have all ships in sub-fleets withing a fleet unless the fleet only have one type of ships in them. So the carriers and some attached escorts might be in one group as a sub-fleet and then another carrier with some escorts in another and then two battleships in one group and so forth.

When the fighter land I would like them to form up under the same sub-fleet as the carrier they land on if possible.
« Last Edit: May 12, 2020, 07:47:57 AM by Jorgen_CAB »
 

Offline stabliser

  • Warrant Officer, Class 2
  • ****
  • Posts: 50
  • Thanked: 15 times
Re: 1.10.0 Changes Discussion
« Reply #37 on: May 12, 2020, 09:26:13 AM »
Is Gene editing gonna make it to 1.10 or are you holding off on it for some reason (changes from VB or something you want to add)?

Probably not. Not actively holding off - more lacking enthusiasm to add :)

It's not added? I conquered an NPR planet, and it had one Gene Editing building, as well as an indicator of yearly % genome change (something like that, I don't remember the precise wording)

The buildings exist. They just don't do anything yet.

It could be interesting if using gene editing, xeno-knowledge and a pinch of radiation, we could cook up some proto-molecule missiles that could infect/modify entire populations.  I mean at that point, we're the evil race that should be stopped from going through the rift...  :o
 

Offline Jorgen_CAB

  • Admiral of the Fleet
  • ***********
  • J
  • Posts: 2847
  • Thanked: 676 times
Re: 1.10.0 Changes Discussion
« Reply #38 on: May 12, 2020, 01:07:04 PM »
Hey I noticed there is approved mods now. Is there any chance features in the mods will be implemented into the base game in the future or will you leave it to approved mods to cover some user customization features (such as color scheme) ?

I'm just asking cause I would feel more comfortable using just Aurora without any mods regardless if they are approved or not.

Steve already answered that in the mod thread... he might get around to do those things eventually but for now he can focus his attention on other more important things. That was his answer, more or less.
 

Offline liveware

  • Bug Moderators
  • Commodore
  • ***
  • Posts: 742
  • Thanked: 88 times
Re: 1.10.0 Changes Discussion
« Reply #39 on: May 12, 2020, 01:42:16 PM »
I always liked the mechanics of shields consuming fuel to keep running, is it possible this can be added in the future as a selectable option at game creation or something?

+1 for this, shields which consume non-trivial fuel add considerable tactical depth.

*Edit: Reposting this to suggestions thread so it is not forgotten.
« Last Edit: May 12, 2020, 01:45:31 PM by liveware »
Open the pod-bay doors HAL...
 

Offline Bughunter

  • Bug Moderators
  • Rear Admiral
  • ***
  • Posts: 929
  • Thanked: 132 times
  • Discord Username: Bughunter
Re: 1.10.0 Changes Discussion
« Reply #40 on: May 12, 2020, 01:45:53 PM »
Main problem with shields consuming fuel would probably be the AI being able to handle when to use them or not.
 

Offline Shodan13

  • Leading Rate
  • *
  • S
  • Posts: 13
  • Thanked: 4 times
Re: 1.10.0 Changes Discussion
« Reply #41 on: May 12, 2020, 01:50:33 PM »
Quote from: spazomatic link=topic=11369. msg132451#msg132451 date=1589213701
I always liked the mechanics of shields consuming fuel to keep running, is it possible this can be added in the future as a selectable option at game creation or something?  Also, I like the maintenance failures but personally find the rewind/overhaul mechanics really burdensome, is there any chance of decoupling these two mechanics in the game options?
I found it super annoying.  Perhaps a better way would be to have increased wear on the shield components, forcing failure checks at certain intervals while its on?
 
The following users thanked this post: UberWaffe

Offline Jorgen_CAB

  • Admiral of the Fleet
  • ***********
  • J
  • Posts: 2847
  • Thanked: 676 times
Re: 1.10.0 Changes Discussion
« Reply #42 on: May 12, 2020, 02:20:31 PM »
I always liked the mechanics of shields consuming fuel to keep running, is it possible this can be added in the future as a selectable option at game creation or something?

+1 for this, shields which consume non-trivial fuel add considerable tactical depth.

*Edit: Reposting this to suggestions thread so it is not forgotten.

As Steve just removed the fuel cost on shield from the transition from VB6 to C# I don't think it is that likely he add it back anytime soon.
 
The following users thanked this post: DIT_grue

Offline TMaekler

  • Vice Admiral
  • **********
  • Posts: 1112
  • Thanked: 298 times
Re: 1.10.0 Changes Discussion
« Reply #43 on: May 14, 2020, 02:31:26 AM »
The message "maintenance problem" displays how far the maintenance clock of the ship is; a nice addon would be if it displayed also the maximum clock of that ship like "5.1 of 8.6 years".
 
The following users thanked this post: consiefe, Alsadius, Landric

Offline SpikeTheHobbitMage

  • Bug Moderators
  • Commodore
  • ***
  • S
  • Posts: 670
  • Thanked: 159 times
Re: 1.10.0 Changes Discussion
« Reply #44 on: May 14, 2020, 03:48:29 AM »
Quote from: spazomatic link=topic=11369. msg132451#msg132451 date=1589213701
I always liked the mechanics of shields consuming fuel to keep running, is it possible this can be added in the future as a selectable option at game creation or something?  Also, I like the maintenance failures but personally find the rewind/overhaul mechanics really burdensome, is there any chance of decoupling these two mechanics in the game options?
I found it super annoying.  Perhaps a better way would be to have increased wear on the shield components, forcing failure checks at certain intervals while its on?

As I said in the topic specific thread:
Maintenance supplies are already critical for short engagements due to beam weapons drinking them like water.  Please don't add to that.