You mean an option to run automated turns but with a normal length increment acting as an interrupt?
Maybe itâs a third option with the same button.
Turns the button yellow.
âAutomated until full incrementâ?
I support this. This is basically my exact workflow when the aliens start shooting each other, run autoturns but stop after the first full increment.
I think we all are there and it is a good idea, however in reality it is not that big deal, because by the time you get aliens fighting each other with a lot 5-15s increments, you have also a lot of meat on your plate so you are going to get an automatic interrupt anyway within the 5days increment for whatever reason.
I usually use 3 or 8 hours with autoturns, I can usually get an eventual uninterrupted full increment in that case.
You donât have to run 5-days when you use this feature.
You could run 1-hour if you like.
You get to tell the game to keep running âshortâ increments until it manages to run a âlongâ one without being shortened for ancillary activity. You decide what âlongâ is whenever you use the feature.
Iâve added the automated turns for shortened increments only.
While weâre on the subject of auto-turns, would it be possible to add a way for the game to communicate to the player that it is processing turns? For example, by turning the right-most button yellow instead of green.
My current game is taking quite some time to process turns, and I tend to have other windows covering the event window, so an indicator on the main screen would be helpful.
I only use the events window when the list me events falls off the bottom me the main window or too much is happening with fleet info in space like multiple fleets and sensors making it hard to read the text over the top
On the Research tab in the Scientist list, in addition to Bonus and Max Labs, could we have a column listing what the max research points would be for that scientist? I.e. points per lab x labs x Bonus Modifier.
That would make it quicker to compare a scientist currently working to a new scientist (or one whoâs recently gotten better).
Add a box in the design window next to the numbers of how many to add and take off the ship at a time and make it so you can add numbers and it adds or subtracts how many you put the number in for
When you select a component in the ship design window, list the ships that currently use that component. Not sure exactly where to list that info, but maybe the little window that shows design warnings?
Would help when you finally complete research on ac component and canât remember which ship class (which now no longer shows (P) for containing a prototype component) you used it in.
In the Events log, thereâs a message type called âFactory Restoredâ which includes literal factories being restored but also MSP and fuel being discovered, or alien artifacts being dug up. Could it be renamed to something like âXenoarchaeology Resultsâ instead?
In the Ship Combat tab of the Naval Org window, retain the expanded/collapsed state of the Point Defense and Potential Targets tree when you select a new ship and across the next time increment. Right now it resets and you have re-collapse parts of it to keep your desired view without scrolling all the time.
Rather often, this happens:
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Is it possible to add the âdestination fleetâ in the text of the event?
It can be an order issued some days ago in real life, and I forget what the ship had to do.
Would it be possible to add a field for a font in the AuroraConfig? Iâm planning on going full 40k with the new graphics, and the ability to set the global font to Caslon Antique would put the dataslate vibes over the top. As for font size and everything, I assume thereâd be no control over that or else things would break, but maybe changing just the font family itself might work (for some fonts, anyway)?
A load order that loads all available mineral types in a balanced manner. (So if all 11 are available load them as equal as possible)
Yeah I can sort of do this with order templates but I have to do it per fleet, per source.
A new freighter with different cargo capacity needs a template, if I want to add another freighter - new template.
A new source I want to load from, needs new templates for each of the above.
I fully support the suggestion, but as a partial workaround, you can create the template for a specific freighter size and use repeated orders to handle multiples of the base size. For example, set a template to load 225 of each mineral for a 5,000-ton cargo hold, and for a 25,000-tonner repeat the orders 4 more times. Ditto for a fleet of several freighters (repeat up to total capacity).
Again, fully support the suggestion though.
That can help with fleets that have freighters with identical cargo space which is going to be most if not every time.
There is also something to be said for order list clutter when worked around in this way.
It also doesnât address the new source case as templates are not location agnostic.
I appreciate it though.
