I imagine its less a disk space issue and more a database serialization issue? Logs are teenytiny in the grand scheme of modern compute and data structures.
Even less so if its serialized by cross-reference and then converted to regular text at runtime.
I found some situations where a surveyed system wasnāt flagged as surveyed, so the standing order would send a ship there. However, I just checked your DB to make sure and they were flagged. So I fixed a bug, but maybe not your bug
Lets see if it happens again in 3.0. I canāt run your DB against the current code, so if it appears again it will be easier to find.
Yes, performance. There seems to be a general concern that a slowdown in increment times can result from civilian shipping with nothing to do running searches every increment. I havenāt encountered it myself, but the change should remove unnecessary pathfinding without any major impact on gameplay.
Ahoy. Do you think that some sort of convoying of commercial shipping would be something worth adding? As in a checkbox for each sector that tells whether commercial ships are free to move around or are required to ābunch upā for each destination.
On its own, it could shave off some of the calculations for moving so many single-ship fleets around by forcing them to travel as one fleet. And with an escorting mechanic could be a nice tool to use for both practical and RP reasons ^^.
The second point to it would be adding a new task, āEscortingā, where a ship on a given body or system would look for convoys to escort. The number of ships escorting could be governed, for example, by specifying the number of escort ships per convoy next to the checkbox for it in the sector UI. Or by adding āEscort scoreā as a statistic for a ship design.
If a fleet were composed only of ships with at least 1 Escort point each and they had the escort order in effect, they would attach themselves to the commercial convoy for the trip from their starting body to the target body and back. Each convoy would try to get as close to its Escort point target as possible, without crossing the value.
It would need a bit more thinking, edge cases, and details, but it just got into my head and I wanted to write it all up before I forget about it, as I have guests now.
Everything is ready to go but I am getting errors in Dotfuscator. So I am going to watch Liverpool vs Arsenal, have some food and come back to it later
(posting here because there isnāt a 3.0.1 discussion thread yet)
Currently thereās only one Background colour option in AuroraConfig.xml which gets used for both the Tactical Map background and the background of the gameās other screens. Iām trying to recreate the old VB6 colours, and VB6 used an off-white colour for most screens but a deep blue for the Tactical Map and Galactic Map backgrounds. Would it be possible to split these into two separate lines in AuroraConfig.xml?
What entry are the buttons in the class design tab governed by?
Both ButtonColour and ToolbarButtonColour have numbers under 40, but the buttons āNew Ship classā and so on appear white.
This makes it hard to find a StandardTextColour that fits both.
Now that the icons are all nice in their folders I will see about getting the hotkeys written in them.
Sometime next summer probably, if I know myself.
I was quite sceptical about New Terrain Types, yet seeing it on the actual system view for several systems changed my mind. I donāt know yet if it adds something noticable for my playstile mechanically, yet I very much like the flavour.