Quick Suggestions

When moving up or down an item in the research queue, would it be possible to maintain that item in visibility?
Now, focus moves to the top of the projects under research, and we have to scroll all the list to understand if the new position of the item is correct.

1 Like

“Use for replacements” is currently a checkbox that must be ticked for each formation after it is constructed.

It would really help if when making a formation template, you could set that template to have “use for replacements” enabled as default.

2 Likes

Remove the word “target” from the STO targeting options so they are just “smallest ship” “slowest ship” etc.
Because the ship targeting options all begin with “Target” it’s very difficult to spot the differences in the STO targeting list, they just blend together. Starting them with the more unique “slowest” “fastest” “smallest” will make the differences stand out.
Making the selected STO formation highlight extend to all columns in the tab would also be helpful but probably more work than editing a few text strings.

12 Likes

Add a functionality for Ground Forces Organization. Make so that if you have the “Support” Box checked and you shift+LMB drag one formation into another, it forces the dragged to support instead of being assigned as subordinates.

This is mainly to avoid having to make HQ units with a 8kt capacity for a 2kt support formation, just because the combat formation happened to have a 8kt HQ unit in it.

3 Likes

giving fleet orders with a distance specified, it occurred to me it would be convenient to be able to add a k/m/b to denote thousands, millions and billions instead of tapping away at my zero key three-six-nine times

e.g. if you want a recon to follow a ship at 2000000km distance just type 2m and have Aurora code parse the m as six noughts in that field.

e.g. if you want a ship to go to within 2000000000km of a JP, just type 2b.

e.g. if you want an FAC group to close to 260000km just type 260k and you’re good.

Just a thought.

13 Likes

Currently, if you create a ship design using unresearched/alien components, and those designs qualify as fighters/space stations, you can build them using planetary industry and effectively replicate components you haven’t researched yet.

Would it be possible for those industry tabs to have a “Use Components” checkbox like shipyards do, which would both provide the ability for stockpile components to help with fighter/station construction, and function as a show/hide for designs that use alien tech (followed by an extra check to see if required components are present in the stockpile if necessary)?

4 Likes

That sounds like a bug. Does it let you “print” unresearched components using fighter and construction factories?

Allow Collier to Collier transfers, perhaps with a “load ordnance to fleet” order, or an ability to assign ordnance priority.

Use case: I’m currently trying to create space station garrisons in my systems where I store fuel/MSP/missiles in commercial magazines for ships to be forward deployed in. Currently, the only way to actually transfer missiles to the space stations is by going into the design window and unchecking the “Collier” box on the stations, which allows my supply ships to do the supplying they need to. MSP and fuel works fine.

3 Likes

I am sure this has surfaced many times.

Ground Units type infantry to also use Population as resource for build

Rationale: Use of population especially later in the game when you have abundance. Mostly, weight cots benefit of losing millions of people for a war impacting on our coffers due to less tax revenue, and genrally lowering late game war mongering.

2 Likes

I once answered this suggestion like this:

You already need at least a million (counting only workers) of the population for each Ground Construction Complex. I am quite sure that the rate of population growth can compensate for its consumption.

Found it.

Suggestion is to store the tooltip text in an external human readable file that’s loaded at startup. This would enable user/community defined and maintained tooltips, including in different languages, without Steve needing to do the ongoing work.

Steve asked me to cross post this here so he doesn’t forget about it.

2 Likes

Would it be possible or even desirable to add a “notes” tab for each system, so the player can makes notes about what is being done or needs to be done in that system? I know you can use Notepad while you are playing the game, but would anyone else like an ingame tab where you could add system notes?

Or maybe such a feature already exists, and I have just overlooked it…

5 Likes

May I warn against the names of the files containing the tooltips?
They must be not modifiable.
Otherwise, the connection of a file with its specific control is lost.
I.e., we should have files whose content could vary, but whose names don’t. It seems odd to me.
Maybe the changes to the text should be done inside the game (the right mouse button click on a control can open the editing of the tooltip text), and the files stored in a location not accessible to the player.

I would be fine with the order only being 0km follow, and not being able to be changed. I don’t think standing orders can have parameters like normal orders anyway. Also, I’m pretty sure they only apply after the current orders have been finished, so you could override it if you want to kite something. But it would be great for me because I keep forgetting to reset the movement orders of my slower squadrons when a hostile ship is destroyed or another one shows up.

I think many of us think tool tips files could be made by multiple people in the community and shared with each other and then of course one could make his own edits to the file he uses. One could imagine a tool tip file for another language or one with more robust explanations for beginners or even one to help with a particular role play style/story type.

Expand All (ship class and components) button for the Class Design window.

5 Likes

A sliding scale (or 100%/75%/50%/25%/0% options) for the no maintenance option. So you can play with slightly more relaxed maintenance requirements rather than the binary on/off.

7 Likes

Great idea but I would also advise if Steve decides to make it a sliding scale or fixed options that he also adds some options or a range that increases maintenance say 125%, 150% 200%.

You’re right: a tooltip could contain everything (even Egyptian hieroglyphics, if someone wishes).
But the connection between an element of the interface and its tooltip must be preserved.
If the directory that contains the files of the tooltips is made accessible, because the text can be modified inside the files, IMO there exists the risk that those connections can be lost, especially if they are based on the names of the files. So, there should be some strong mechanics that prevents/blocks the variation of the files names.

Yes, the support of the community will be necessary; otherwise the effort to generate a (really informative) tooltip for each of the hundreds of elements of the game UI will take too much time.

Suggestion: Add an input field to the galactic map screen to set resolution of the “hidden grid” that the galactic map items snap to, and add a checkbox to hide/unhide it?

Those two things would reduce 95% of the fiddliness of trying to organize the galactic map.

4 Likes