Author Topic: Suggestions Thread for v2.4.0  (Read 83690 times)

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Offline AJS1956

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Re: Suggestions Thread for v2.4.0
« Reply #705 on: October 25, 2024, 06:34:56 AM »
Hi,

I don't know if this will be difficult to add than is worthwhile but I would like it if, in the Ground Forces Window, formations in the list at the left are shown in a different colour if the HQ in the formation has a capacity smaller than the units it commands. How about orange if the HQ capacity is too small and red if no HQ is present.

Thanks,

Andy
 
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Offline skoormit

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Re: Suggestions Thread for v2.4.0
« Reply #706 on: October 25, 2024, 07:29:26 AM »
In the description text for sensor components, indicate the classification (commercial if 50t or less, military if over 50t).
This is primarily important in the Create Research Project window; new players often aren't aware of the 50t threshold.
 

Offline paolot

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Re: Suggestions Thread for v2.4.0
« Reply #707 on: October 25, 2024, 04:05:25 PM »
In the Galactic Map, is it possible to show also the locations of the bodies marked as colonies?
A coloured dot next a system can be enough.
Adding also the number of the colonies in each system would be perfect.

There is already a 'Populated Systems' option on the galactic map.

Thank you, Steve.
But I meant all the bodies marked as colony, not the populated ones only.
 

Offline paolot

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Re: Suggestions Thread for v2.4.0
« Reply #708 on: October 26, 2024, 09:19:13 AM »
I don't remember if already suggested (or solved): in the Minerals window, the longest names of the bodies are often larger of the column width, so the mark (C) of being a colony is hidden.
Is it possible to highlight the designated colonies with a different colour?
 

Offline nuclearslurpee

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Re: Suggestions Thread for v2.4.0
« Reply #709 on: October 26, 2024, 04:00:32 PM »
In the Class Design window, it would be useful to have a filter for the components list to show commercial components only. This would make designing commercial classes easier as (1) it is clear which components are eligible for a commercial designation and (2) it's easier to find them without all the other components in the list (e.g., sensors).
 
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Offline skoormit

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Re: Suggestions Thread for v2.4.0
« Reply #710 on: November 01, 2024, 02:52:19 AM »
On the Events window, add a button to create a waypoint at the location of the selected event.
Preferably a named waypoint, so you'd get a popup to provide a name.
Maybe make the default name equal to the event type name.
Possibly add different buttons for different waypoint types.
 
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Offline Louella

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Re: Suggestions Thread for v2.4.0
« Reply #711 on: November 02, 2024, 10:06:02 AM »
Small suggestion:

Standing order to stabilise Lagrange points

reason being that it's hard to locate unstabilised ones with ingame methods.
 
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Offline nuclearslurpee

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Re: Suggestions Thread for v2.4.0
« Reply #712 on: November 02, 2024, 06:19:04 PM »
(See attached) Ground force HQs elements with capacities over 1 million should use at least one decimal place to indicate their capacity. At least for HQs with under 10M capacity.

This post inspired by a recent double-take I did which briefly caused me to think I'd mis-designed my high-level HQ unit.
 
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Offline paolot

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Re: Suggestions Thread for v2.4.0
« Reply #713 on: November 03, 2024, 02:17:10 PM »
Geosurvey from orbit doesn't need that a body is a colony. So, why not the same for ground geosurvey?
Please, remove the need that a body is declared as a colony, to unload geosurv troops on it.
 

Offline nuclearslurpee

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Re: Suggestions Thread for v2.4.0
« Reply #714 on: November 03, 2024, 03:22:23 PM »
Geosurvey from orbit doesn't need that a body is a colony. So, why not the same for ground geosurvey?
Please, remove the need that a body is declared as a colony, to unload geosurv troops on it.

Since ground units require a population to be at (unless on a ship), I think the best solution here would be to have an order to create a colony and unload ground units there.

Actually, that would be nice to have for all of the unload orders, if a body is the target of the order create a colony (of the unloaded species for a colony ship, otherwise of the primary species is probably fine in most cases). Simply modifying existing unload orders to work this way for non-population targets instead of adding new orders would avoid cluttering the interface as well.
 
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Offline Louella

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Re: Suggestions Thread for v2.4.0
« Reply #715 on: November 03, 2024, 03:36:03 PM »
Actually, that would be nice to have for all of the unload orders, if a body is the target of the order create a colony (of the unloaded species for a colony ship, otherwise of the primary species is probably fine in most cases). Simply modifying existing unload orders to work this way for non-population targets instead of adding new orders would avoid cluttering the interface as well.

Oh that would resolve the thing I wrote here: https://aurora2.pentarch.org/index.php?topic=13464.msg171922#msg171922

captured alien colonists could then be used to create a species-appropriate colony.
 

Offline lumporr

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Re: Suggestions Thread for v2.4.0
« Reply #716 on: November 06, 2024, 09:39:06 AM »
Would it be possible to add a "Cost including parasites/templates" to the components tab of the Class Design screen when viewing a ship with assigned parasites/templates?
 
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Offline Steve Walmsley (OP)

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Re: Suggestions Thread for v2.4.0
« Reply #717 on: November 07, 2024, 03:56:46 AM »
Geosurvey from orbit doesn't need that a body is a colony. So, why not the same for ground geosurvey?
Please, remove the need that a body is declared as a colony, to unload geosurv troops on it.

Since ground units require a population to be at (unless on a ship), I think the best solution here would be to have an order to create a colony and unload ground units there.

Actually, that would be nice to have for all of the unload orders, if a body is the target of the order create a colony (of the unloaded species for a colony ship, otherwise of the primary species is probably fine in most cases). Simply modifying existing unload orders to work this way for non-population targets instead of adding new orders would avoid cluttering the interface as well.

It used to work that way, but I removed it and forced the manual colony creation we have now. Of course, I can't remember why :) but I assume it caused unexpected issues.
 
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Offline paolot

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Re: Suggestions Thread for v2.4.0
« Reply #718 on: November 09, 2024, 12:26:08 PM »
...
...

It used to work that way, but I removed it and forced the manual colony creation we have now. Of course, I can't remember why :) but I assume it caused unexpected issues.

OK, thank you, Steve.
We can live with it, assigning the colony status, when needed (e.g. to perform a ground survey), and removing it eventually.
 

Offline Garfunkel

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Re: Suggestions Thread for v2.4.0
« Reply #719 on: November 10, 2024, 10:08:11 PM »
Ability to remove multiple ground force construction tasks simultaneously (shift/ctrl click would be great), as well as wiping the entire construction queue. I semi-accidentally ordered the construction of 10 STO divisions through the Organization window, meaning that I have over six hundred formations in the queue and it will take far too long to complete them all. Having to delete construction tasks one by one is getting pretty tedious.  :P
 
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