Quick Build
- I
understand that Quick Build allows you to
configure a hull with its parts according to only
the technology levels that you are at.
After the loadout is complete then it will tell
you which planets can produce the ship
configuration. That is fantastic!
Perhaps there can be a Quick Build option that
first allows you to choose the base at which you
want to configure the ship so that it can include
the parts from the base or modify the
Quick Build in general to collect the parts
inventory of all bases and include them as part
of the ship configuration so that the end-user
will be responsible for configuring a ship that
will include parts of a specific base.
Youll then have to have the program check
if the base has not only the MC and metals, but
also the parts before displaying it on the build
screen. As it is now, we cannot use the
high-tech parts that we start with at the
beginning of the game using Quick Build, so it
takes an extra turn to build a ship with those
parts and turns are extremely valuable.
- I
discovered that the starting ship for the Azcanny
Pyramids named Gander has a weapon
loadout that breaks its own rules. It is
allowed to have 2 @ 40 KT large weapons, but it
starts equipped with 6 @ PTT (50 KT).
People on the newsgroup said that they can import
the ship using Quick Build, modify it and still
have 6 weapons. I think that you may want
to fix the starting ship then either put in some
anti-cheat code so that people that have cheated
like this get nuked or put in some code to
fix their ships for them. Also,
people believe that they can create their own QSP
file that breaks the ships rules, import it
then fly around with it. Id hate to
think that it is possible to have freighters with
30 tachyon guns flying around.
New
Distance Tool:
Would it be possible to create a new tool that will allow
you to select a first point, then a second point on the
map and it will display the distance between the
two? I can use ships to do this currently, but I
dont always have a ship in the spot where I want to
measure from or to. When you drag a box on the map,
the distance is displayed, but this isnt as
precise. I can grab the coordinates and find the
distance through math, but Im not sure how the game
rounds decimals, so I want to make sure that when I want
to detonate a minefield that the ship is actually inside
the radius.
Laser
Mining Drill:
Does it make sense that if you use a LMD on a planet and
there is no ore that there is no shift in HD
Stress? I would think that just by performing the
drilling even though there isnt any ore that you
could cause a shift in HD Stress since you are still
breaking apart the planet. If this makes sense to
you, could you adjust the device?
Contraband
Pending Orders:
When you choose to buy or sell contraband then click
Clear Everything, there is still a pending order for your
base for the contraband transaction. Its details
are 0 sold or bought, but it is still there.
Ministers:
When you have a lot of MC at a base and chose the
minister to use Government Centers to transfer 75% of the
MC to the central bank, it may show at the base Switches
| Government Center screen that it is > 10,000 MC
being transferred. The actual amount that host
allows is only 10,000 MC, but the screen shows more and
shouldnt.
Pre-make TRN file
check:
It would be handy to have something to check to see if
any ships don't have movement orders, bases that have
> x MC and > y supplies that haven't been looked
at, bases that have factories set to produce less than
the maximum supplies than it can create, no technology
levels are being increased, spending more money on
government center transfers and technology increments
than you have money for, etc. and warn the player when
creating a TRN file.
Training Centers:
I think that the Base | Switches screen should have a
slide bar for Training Centers so that you can 'close' a
number of them so that you don't have to turn the whole
lot off. I found that I was training more troops
than I was growing, so I had to turn all training centers
off instead of just trimming back like you can do with
Factories.
Base | Stats:
A line item for taxes from natives and special sources
(race specials) on the Base | Stats screen would be
helpful on this screen. I take a look at this to
see if I'm making money from my Insectoids, but find that
only the colonist taxes are included.
OPT | Make CSV File:
Can you have this produce a CSV file for pods like you do
for ships?
1) Could you see if
you can dump the information from the log files (base,
ship, wing, etc.) and game messages to a log file or log
files? There is a lot of good information there
that I would like to keep around or parse through to get
information from. It would be nice to be able to
keep track of Cyborg distress call locations; Insectoid
Nest captured colonist base names, etc.
2) I noticed that the
OPT | Make CSV File doesnt have all of the base
structures in there. Would it be possible to put
the rest of them in there as well as the status of
technology levels? Id like to write a script
that will parse through them and help offer up decisions
on what do to, such as:
1. If you have excess colonists & MC but no Pod
Launcher, recommend building one and sending them
somewhere.
2If repair units in the base are low and the
planet has plenty of duranium and MC and no Ship Repair
Shop exists, then recommend building it.
3 If the base has plenty of supply units and MC
and no ordnance plant, then recommend building one.
4 If the base has plenty of MC and no government
center then recommend building one.
5 If the base has fighters not in a wing and no
air attack base then recommend building one.
6 If the base has no base shield and enough
neutronium to power one then recommend building one.
With the current
output of the CSV I can generate a lot of information,
but could do a lot more with all of the
information. I see that Smelters, Factories, Mines,
AAA, Training Centers, Cities, Terraformers, Farms, Laser
Cannons, Ion Cannons, Raid Shelters, Public Space Ports,
Undercities, Scanners, and Race Structures 1 4 are
in the CSV files and are missing Pod Launch Pad, Military
Space Port, Med Lab (is this used at all?), Engine Plant,
Fighter Plant, Ship Repair Shop, Weapons Factory,
Ordnance Plant, Government Center, Air Attack Base, Base
Shield, and Assault Plant.
I'd like it if Wings of mixed fighter
types showed their range and max
speed.
I'm subbing for someone and it is very confusing trying
to figure out
how their Wings work.
1) CSV export for all objects
2) txt export of all logs:
BEGIN log data
BEGIN base log
#ID1
blablabla1
#ID2
blablabla2
...
END base log
BEGIN ship log
#ID1
blablabla1
#ID2
blablabla2
...
END ship log
...
END log data
QuickBuild
Llist the HULL names first, then click them and then
you might see
the plans for THAT hull in a little drop down menu, just
like you
have it in the win-explorer with directories.
I still hope someday we will be able
to build ships of yet unreached tech levels via
quickbuild using in stock
parts (i.e. from Ghips/Amphibs or traded parts)
=========== All Windows in General
---------------------- 1. Commas seperating
numbers into hundreds, thousands, millians should be
added and all numbers in columns should be right
justified so we can get a quicker feel for the values
without having to count all the digits. This is
particularly annoying in number heavy windows such as the
Planets-Life, and Ship-Transporter. Quick Build
----------- 1. The "Quick Build"
window needs to allow access to the parts and hull
"specs" so I can get the equipment details
while I am designing the ship plans. 2. As
it is right now, I can select a ship and it will show me
all the bases where that ship can be built. I would
like to be able to "drive" the quick build
window on a per-base option rather than a per-ship
option. That is, I would like to click on a base
and find out what ships I can build there. Having a
switch to allow both options would be nice. Data
Grid
--------- 1. The Data Grid should retain
it's setting so that if you close it, then re-open it,
you will not have lost your settings data.
2. There should be a "refresh" button on
the Data Grid which will bring in newely collected
data. This will allow you to rename ships with the
grid up and then "refresh" to get the new ship
names (or logs entries or whatever) onto the grid.
Flags
----- 1. I would like to see more flag
colors. Three is just not enough for me.
2. I would like to see more power given to setting
the flags. It would be nice to have some programmed
type of command that can be selected to automatically
flag all items. For example, a button to flag; all
planets with climate in farming range with the green
flag; all planets with contraban in yellow;
all bases of race 12 in red (exactly which bases belong
to the assimilating Borg?); all ships with damage in red
(Where are those ships which were damaged by spy
attacks?)...; Even better, only flag those objects
that have been "selected" with a mouse
drag. Then I can drag a box around a group of
planets and flag all the farmable planets in green, and
the contraban planets in yellow, etc. 3. A
feature to remove all of a color flag from a particular
object. (Now that those damaged ships are repaired,
remove the red flags...) Coordinate Locator
------------------ 1. We need a way to
position a "point in space" or at least
position the cursor onto a coordinate. Many times I
get messages about a coordinate without any other
reference and I have to navigate around the map to learn
where that point is. For example, "POW Riots
because prisoners are being held at xxxx, yyyy" and
"Ship hit a Minefield at xxxx, yyyy". I
want to be able to get to that location without
hunting. Give me a way to type in xxxx, yyyy and
navigate to that location without the hunt and peck
method. ---------
---------
HQ Window
---------
--------- Tech Development
---------------- 1. The HQ "Tech" window
should have the math showing the GC spent on tech, spy
and exotic tech just like the HQ "Exotic Tech"
window does. And it if it is going to show
"amount spent" and "amount in bank",
is should show "amount remaining"
2*. Money moved to/from the Galactic Bank via the
ship devices Galactic Bank and Galactic Draw or plant
structures such as Tech Institute are not reflected on
the Tech "Total Transfer" number. Exotic
Tech
---------------- 1. A new exotic tech
"High Tech Spy Gadgets" to increase the
accumulation rate of Spy Mana. 2. A new
exotic tech "Commando Training" to increase the
strength of Troop and Highguard units. Spy vs Spy
---------- 1. A new Spy operation
"Infultrate Science Labs" should be able to
gather information about what exotic tech is currently
being used by the target enemy (not steel the tech itself
- but at least inform as to what tech is being
used). Find out if your enemy has improved sand
caster before you go in with your carriers. Find
out if you need to put up more lazer mines because your
enemy has stealth fighters... 2. A new Spy
operation "Homeland Security" to block incoming
spy attempts. These are operations to route out
double agents, remove bugging devices and extinguish
sleeper cells. The results will be to drain the spy
mana from another race; maybe double the cost of spy
attacks against you. 3. A new Spy operation
to "Rescue Prisoners". This would perhaps
destroy Labor Camps, start prisoner riots, and produce
more of the bad things that prisoners sometimes do to
their captors. If you add this feature then I would
recommend that the general occurance of naturally
occuring prison problems be lessened and only made worse
if this spy operation is being used. Ministers
------------------ 1. A minister function to
"Launch Pod of Fuel to Shipyard Base" is
needed. I know that there is a function to
"Launch Pod of Fuel to Anvil" but I don't want
to have to select all my shipyard bases as Anvil one at a
time to get this done. 2. Central Bank
ministers should be able to edit the numbers in the same
way that some of the Pod ministers do. Rather then
"Send 25% of all money to central bank" the 25%
should be editable. Rather then "If more than
1000 mc send 50% to central bank", it should be
editable. In fact, this would recduce the Bank
Ministers down to ONE command "If more than
<EditNumber1> mc send <EditNumber2> to
central bank>" 3. Minister of
History: We need a way to delete
"old" contact data. Make this based on
item types (such as Unknown, minefields, ships, bases)
and age of data. This will allow me to delete all
old unknown contacts over 3 turns old or all old
minefields that are over 10 turns old. 4*.
When I am deleting "old contacts" using the
space command window, I am only allowed to delete two of
them before the Space Command Screen list flips back to
the "first page" (the first 8 items
shown). So If I have 80 items in my Space Command
Screen, and the last 10 items are Old Data which I want
to delete. I have to "down arrow" ten
times, then select an old item and delete it, select a
second old item and delete it - then the Space Command
Screen flips back to the first 8 items and I have to
"down arrow" ten times again.
Planets - Overview
------------------ 1*. Labor Camps show future
production of supplies even when turned off. 2*.
When you turn the Government Center on and off from the
Overveiw screen, the message on the left side of the
screen "Transfer $###" does not change.
You have to flip to another window and then back again to
get the Transfer message to update. 3*. On
the planet overview screen, the Stormer's Undercity
button does not have the "forbidden" red lined
circle next to it. 4*. The new farming limit
is not reflected in the future income and future food
production. If there are 100 Farms but only enough
colonist to run 50, the income still shows +100 and the
food still shows +100. Planets - Life Window
--------------------- 1. I want to see the
CHANGE in population and happyness since last turn.
That way I spot trends better, I can shut off my
smelters, stop selling contraban, get my Hisser unit
hissing or other actions if I see the happyness start a
falling trend or turn off my space ports if natives begin
leaving. Planets - Pod Window
--------------------- 1*. The Cloning Pod
button does not count correctly. It reads
"Launch 1" when in fact I have set up the
original pod (count 1) and cloned an additional pod
(count 2) so there are 2 launches. Planets -
Structure Window
-------------------------- 1. The max number of
cities that can be filled with the current population
should be shown on the planet "Structures"
window (just like the way the Farms show the max based on
the soil). The same for factories, undercity, mines
and tech institutes and anything that has a max use based
on population. 2. The max number of Farms
that can be run based on the population should also be
showing as a limit. 3. We need a button on this
window which brings up the specific structures switch
details. By this I mean that it should do what the
"Switches" window does. I don't want to
have to move over to the Switches window to set the
production level of my factories or build fighter
wings. Add a button to the Structures window called
"Set Levels". Then you can control all
the structure stuff from the Structure window. At
this point you could even remove the Switches window
completely. Ship - Devices
-------------- 1. The ship devices window
needs to have a link to the Help info on the
devices. I want to be able to click on a device and
get the description of how the device works. There
are lots of devices and I shouldn't be required to
memorize all the detail of their functions. What
was the range for the Contraban Lockdown again?
What is the range for the Gravity Well? How much
fuel does the Transport Inhibitor consume? Stuff
like that. 2. Also, some calculation data
could be provided. For example, if I turn on the
"Fighter 1 Factory", then a simple calculation
can be done and it will tell me how many fighters will be
made next turn based on the credits currently loaded,
Alchamy can let me know about how much minerals to expect
produced, etc. 3. The Alchamy Controls which
will cause the ship to build only one type of material
should be moved to the Device screen. 4. If
you want to go the distance with devices, then add some
switches that will add some control to the devices.
I know that each device would need different controls but
it would be a great help. It would be nice if I
could turn on Figher 1 Factory and Fighter 2 Factory at
the same time and then be able to set how many of each I
want to build (hence configuring a wing the way I want
it). This will reduce the need for command
codes. Alchamy can have a switch for "Beam
Down Metals Produced" or "Produce only this
mineral" and such. Ship - Transporter Window
------------------------- 1. The transporter
window should have a button for beaming up or down
"all" of the item selected in one press.
2. Add a "Persistent" button next to each
item that can be transported. Then you can set your
ship to beam up and down anything you want each turn
without those silly command codes. This will allow
much more flexibility such as beam up Duranium and beam
down Fuel for a fuel processor ship or beam up Food and
down Supplies for a food-to-supply converting ship each
turn. 3. If we need to keep the Beam Up and
Beam Down command codes - at least get the codes
consistant. Why does BUF mean "Beam Up
Neutronium"? Shouldn't it be BUN! Maybe
it is supposed to mean "Beam Up Fuel" or
"Beam Up Fluid" but why isn't it the same as
all the other metals and stuff. Shouldn't
"Beam Up Food" be BUF and not BUG! What
is BUG? Beam up Grub? Beam Up
Groceries? What's up with that? F is for Food, N is
for Neutronium, there is no G. Note: It
seems as if this is fixed in the game but not in the
documentation. The web site still claims the BDG
code is for Beam Down Groceries but in the games I am
currently playing if I use BDF is beams down food.
I still say that a Persistent button should be added and
all the BU and BD codes retired. Ships - Data
------------- 1*. The Power Output number on
the Weapon's Data window only shows the output of the
engines. It does not take into account the
Generator power. Ships - Logs/Battles
-------------------- 1. I would like to see
more information regarding combat provided. When I
watch a VCR, I want a source that I can go to in order to
find out WHY my ship did not fire. Was my ship out
of ords? Did the enemy have exotic tech
jammers? Did the ship have system damage?
Were the crew killed by a boarding attempt? As it
is now, my ship becomes wreckage and the only way for me
to tell if I forgot to load enough ords is to reload the
previous turn. 2. After a battle, I should
be able to tell what exotic tech the enemy was using
against me. 3. I also want the battle report
to tell me if or when my Energy Mines start destroying
the enemy's repair units or how many Ord units were
destroyed by the Force Beam. 4. One way to
fix this would be to have a Log on wreckage. The
log can be in the form of a distress call: "We
are out of ords; our boarding party failed; we are being
hit by a boarding lazer." etc. If the ship was
destroyed enough so that there was not even any wreckage,
then we can say that the ship was unable to get an
emergency subspace message out before it blew.
5. Need more information when a ship hits a
minefield. What were the coordinates of the
hit? All i get is a message that says "Red
Alert! Shields Up!" Ships - Pod Window
------------------ 1. No pod should not have
an INFINATE capacity. Ok - so you want to pack lots
of battle-bots into the dust off pod. No
problem. Battle-bots fold up and hang on a rack
like so many suits in a closet (you all have seen the
movie - right?). So allow them to pack into a
dust-off pod at x10 just like carbon freezing allows
colonists to get into a life pod at x4. Only allow
this ratio if there is a Dust-off device, not just with
any assault pod loadup. Space Command Screen/Data
Logs
------------------------------ 1*. If I
press one of the filter buttons (such as
"wing") then only object of that type
appear. Now how do I get ALL the objects to appear
again? There is no "reset" or
"all" button. 2*. Select a base in
the Command Window and then press the Log button. I
can't read all the log data. It is too much and it
overflows off the bottom of the log window. The
last item I can read is the "Fighter Plant"
count. I can't read the Ship Repair Plant, Weapons
Factory and Ordinance Plant because they are down off of
the window. Then the Government Center is back up
at the top in the second column. This might be a
function of the font size I am using - but the game
should accomodate this. 3*. The font in the
Log window buttons is too big. I can't read the
words. "Structures",
"Contraban" and such do not fit on the
buttons. This might be a function of the font size
I am using - but the game should accomodate this.
4*. Right mouse around a point in space does not
bring it up as a anvil in the space control window.
Fleet Window
------------------------------ 1. I would
like to be able to set the fleet speed to match the
slowest ship in the fleet. Currently the
"Match Speed" button sets all ships to the
speed of the flag ship. I want a "Max Fleet
Speed" button to set ships to the fastest they can
go and still be in a fleet without leaving any ship
behind (the fastest speed of the slowest ship).
Resource Rings
------------------------------ 1. I would
like to see a selection for DELTA Stress - A handy items
for Crystals to use. 2. The resource ring
for climate should be based on the races favorite
climate. If the planet is within the race's farming
range, the ring should be green - the closer to the
favorite climate, the bigger the ring. If the plant
is outside the race's farming, the ring should be red -
the further out - the bigger the ring. 3. A
ring selection for "All Native", "All
Contraban" or "All Minerals" would be
nice. Right now, if I am looking for Contraban rich
planets, I have to peck at each and every contraban
button. ==========
Master.exe
========== 1. When I select a custom map,
show me what it looks like on that window. Or if you
can't do that, then at least place the "Select a
Map" window directly before the "Select
Locations" window which does show me what the map
looks like. That way I can go back and forth until
I find the map I like. 2. Place all the
Exit, Back and Next buttons on the same location on each
window so that I can select Back, Back, Back with the
mouse without having to hunt around. 3.
Allow scripting abilities from a user interface in
master. Give the user the ability to set up the
universe placing ships, minefields, planets, bases and
all their properties as desired. ==========
Host.exe
========== 1. There should be an option for
making an automatic backup of the trn files (or whatever
needs to be saved) before running. That way when
host crashes (not that it ever would) the turn can be
recalled.
1) Training centers (not sure if this
is old or not): An on off switch for colos to crew
and a on/off for crew to troops. Also an estimator tool
in the display that says or indicates that you will train
such and such troops crew and etc based on the current
numbers youve got in the base and govt center...
2) A bombardment mission or pod to
destroy a planet. An assault pod filled with ord and ship
must spend the turn at the world (no fly bys). Maybe a
command code like BOM on the dropping ship. Instead
of a pod, a fleet with share ord set and at least 100k
ord and the command code. Drop 100k and presto
asteroid belt. Cost is 20,000 MC (supply and ord
cost). In this way every race could destroy a
planet or two without a superweapon, just more time
consuming, expensive and risky.
Would
you please consider adding buttons on the Ministers |
Contraband to sell each type individually? As a
Robot, I found that I would want to sell everything but
Kerria Crystals and couldnt use this function since
only sell all was available.
Perhaps
also a function to pod all contraband to hammer if within
xxx LY would be nice
More important than auto
pilot is a way to build and manage big fleets of
very similar ships.
Problem is:
To fight fighters without energized Sand Casters (which
are too expensive in
most games) you need lots of cheap ships with good
attack/evase boni and a
decent number of point defense weapons.
This number can easily reach several hundrets of them.
These hundrets of Lokis/Inamoratas etc all need 2 HG to
be immune to ship
sabotage missions. Additionally they usually need more
fuel that the
starting 31kt.
We do have the groups function in the client right now
and that was a great
improvement - thanks Tim!
However.
The groups function is buggy and not complete:
Problems are:
a) No way to delete ships from a big group (remove button
not working)
b) Sometimes groups delte themselves. ..
c) Groups always delete themselves when you use the mine
sweeping buttons.
d) When you order the group to all set transfer target to
the base below the
ships set their transfertargets to a lot of different
bases.
e) No way to delete a group, except to delete the file in
windows.
f) .... I probably missed some...
Further improvements would be:
a) More than 12 groups.
b) Possibility to only have the group displayed in the
hammer/anvil
window. - Simply add a button: 'Show ships in groups' or
something like
that. By 'editiing' a group (just like you 'Edit' ships)
you would get the
screen for one ship and then somewhere the possibility to
copy these
settings to all ships in the group.
c) Possibility to automatically put newly build ships
into groups. In QB
have a button: put into group X. Where X is the number of
the group.
Hopefully more than 12 is possible.
Other things:
a) Remove ship ship building at bases - only use QB.
Make QB allow to build any ship (no matter the tech
levels). Ships are not
built, if the tech level is not reach OR some items are
not alvailable at
the base. (And, of course, if there are not enough
ressources).
b) Items that are available do not 'cost' in QB. Means:
The cost that QB
uses is also determined by the number of available items.
c) Bug with minister 'sell all contraband' button. It
does not always work
if a base has less than 1M colonists.
Allow a
switch to be set on the Minelaying screen to lay a mine
at a certain waypoint (1 through 6). For example,
set minelay at waypoint 3, so waypoint 1 picks up
ordnance, waypoint 2 avoids a fleet of ships at waypoint
3 a minefield is laid and then it travels to waypoint 4
were it is back in friendly territory.
Allow a
switch to be set on the Nav screen for ships that will
cause the ship to immediate begin its trek to the next
waypoint after a transport or intercept has
occurred. For example a ship is trying to transport
with another ship, so it intercepts it, performs the
transport then immediately begins moving to the next
waypoint instead of having to continue traveling to its
set waypoint that was used to attempt to get close enough
to the transport target.
Allow
bases to transport items to other bases (allies) on the
same planet and ships. Consider allowing bases to
transport parts onto outfit pods that are in orbit.
Concerning the
Client (mainly just suggestions - except the first):
a) Have the impending orders of a base, which did not get
executed that
turn, displayed in the impending orders menue of that
base. Currently
that is not the case. - AS it is host remembers
unfulfilled (most)
pending orders, the client does not and therefore you can
also not
delete these orders.
b) Make group menues for fighter wings and bases.
The group wings command:
1) escort base they are over.
2) clone commands of group leader. Well you do not really
need such a
leader, only a wing whos attack ettings you can clone.
3) autointercept xx lys - do not change or delete escort
target if
present
4) clear all commands for wings
...
group commands for bases:
Well most can be done through the right minister options,
if they are
added.
Basically these groups are only there to categorize the
bases into, ie.
farming bases, military bases, shipyard bases, mining
bases,
annoying-pirates-cove-bases - I guess everybody got the
idea. Maybe
with a caption for each group, so that you always know
which category
of bases you have now selected.
1) Import function for data grid. (rest is not so
important)
The numbers of these groups should be variable, meaning
no real upper
limit, eventhough one hundred should be sufficient. For
bases probably
even less.
c) Make it possible to assign Minister commands to just
one group of
bases.
d) Very often many bases have the same layout of
structures present,
except for the number of farms present.
Add a Minister button, that gives orders to all bases of
that
given group, so that the layout matches the anvil/hammer
base.
e) Make a clone button for fighter wings - so that
it can either
clone an existing wing, ie. the wing, which is currently
set as
anvil/hammer, and/or clones like pods are cloned.
This button should be only present when an Airbase is
present.
Central Command.
*TECH
Click on the word brings up the Tech progression like F5, but relative
to that tech (a tech summary)
*SPY
Beside the ON/OFF buttons, put a percentage of potential success rate
for that mission.
*TAX POLICY
Put a projection of potential happiness change based on tax rate vs
lawfulness/happiness
*MINISTERS
>Contraband
Their should be an undo button for Sell all contra like "Undo Contra
Sell All"
BASES
Build Farms (if climate supports AND if sufficient workers present).
Ensure [x] factories are present on all planets
Ensure [x] mines are present on all planets (if sufficient workers present)
Ensure [x] [y] structures are built on all planets (if requisites are met)
where [x] is the amount and [y] is a drop down selectable structure
SHIPS
Change "All ship scanners on long range" to
"Set [z] Scanners to [y] range"
(where [y] is a drop down box listing Long to Passive
and
[z] = Define ship hull type as Warship/Non-Warship or All)
Then remove obsolete All ship scanners off
Change "All ships with weapons attack" to more global statement
"Set [z] to [attack mode]"
([z] = Define ship hull type as Warship/Non-Warship or All)
Include new Global Command Code Button
"Set [CC#] to [z]"
(where CC# is command code 1/2/3
and
[z] = Define ship hull type as Warship/Non-Warship or All)
Remove "All minesweepers on" & "All minesweepers off" to
"All minesweepers [toggle "on/off"]
reduces the amount of buttons...
Remove "set all ships as view on" & "set all ships as view off" (ignore) to
"Set [z] ships as View [toggle "on/off"]"
[z] = Define ship hull type as Warship/Non-Warship or All)
Include new button
"Set [z] to intercept [y] to a range of [x] light years and set engine
speed to same."
[z] = Define ship hull type as Warship/Non-Warship or All
[y] = Define Auto Intercept as Pods/Wings or Ships or Both
[x] = is a numerical value
CENTRAL BANK
more variables needed.
Change "Send 25% of all money to central bank" to
"Send [x]% of all money to central bank"
where [x] is a numerical value
Remove "Send 50% of all money to central bank"
Remove "Send 75% of all money to central bank"
Remove "Send 100% of all money to central bank"
Change "If more than 1000mc send 50% to central bank" to
"If more than [x]mc send [x]% to central bank"
where [x] is a numerical value
Remove "If more than 500mc send 75% to central bank"
Remove "If more than 3000mc send 25% to central bank"
WINGS
New button "Undock all wings from carriers"
New button
"Set [z] to intercept to a range of [x] light years and set engine speed
to same."
[z] = Define fighter type [1,2 or 3]
[x] = is a numerical value
In fleet orders there is a need to have
"Match command codes" included...
Would it be possible (or
is it already available) to add an option to
assign a color to each player within the Planets
client? So that, at a
glance, you can see which objects belong to which
players?
I am not sure if it is
possible but could you allow Minefields to be selected in
the 'Groups of Ships' Screen so you can issue commands to
set groups of minefields. This way we can set a group of
minefields to turn off selectivly without going to each
minefield seperatly or turning them all on/off.. If we
could group them into groups then we could set
up groups that we could turn off/on/cloak/destruct
all at once rather than going through what might be
hundreds of individual minefields.
Tim, could you please do the following tweak:
When replacing weapons, replace the lowest tech ones
first.
New: Would be great to
have groups (or fleets) displayed as single
object in space command.
Would you consider putting
in a function for the entire empires pending orders
instead of just on a per-base basis? If you could
also add in any Minister actions into this list it would
be helpful to see and modify if necessary. I
imagine it look have something like Base Name, Base ID,
Pending Order and possibly an M next to it for Minister
actions. You should be able to sort the list by
base ID or by Pending Order name. You should be
able to select an order, jump to the base (with a hammer
possibly) to make adjustments or delete the order
entirely.
Can you put in a message
when a minefield loses its power? This can either
happen over the course of time or from enemy ships
passing through it.
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