I am really happy that stockpile/Sly made it into the game so that peaceful expansion is a viable strategy.
Long live the gas bags
Moderator: Oberlus
I am really happy that stockpile/Sly made it into the game so that peaceful expansion is a viable strategy.
Sure! Volunteers feel inspired to work on what interests them, and probably did not volunteer to work on stuff that does not.
Well, if you want to contribute by commenting you probably should try to give input on the features which have been laid out for the next release. Stockpile(s) were in the original design for FO AFAIK. Why e.g. fighters were implemented actually i do not know.
Could you give an example of something you think takes too many clicks?
Sure. I'll walk through a use case, the beginning of turn sequence:
*grin* My comment for a long time has essentially been "maybe don't implement any of these yet."Ophiuchus wrote: ↑Wed Nov 14, 2018 10:05 amWell, if you want to contribute by commenting you probably should try to give input on the features which have been laid out for the next release. Stockpile(s) were in the original design for FO AFAIK. Why e.g. fighters were implemented actually i do not know.
I didn't comment about this months ago precisely because I think it would not be helpful. There was a conversation here about policy and policy cards and my thought was, "Oh no, someone has been playing civ6."Geoff is silently implementing influence and policies in the Government branch. You could build and playtest that version and give helpful input. I think that would be valuable and helpful.
Those are nothing compared to the gazillion wasted clicks when you have to manage fleets or the production queue. The latter would be so much more user-friendly if you could drag-and-drop items onto it.ovarwa wrote: ↑Wed Nov 14, 2018 6:19 pm Hi,
Sure. I'll walk through a use case, the beginning of turn sequence:
[snip]
I can think of others.
Lots of chokepoints, that's why.
More so reading reports about Civ6 playthroughs and multiplayer games. http://www.sullla.com/Civ6/civ6.html
I don't do any AI scripting, so me working on other stuff doesn't detract from work on that.If even a single brain cell that could be used for teaching the AI how to group fleets is instead caught up in influence, policies and governments, these features are problematic at this time.
I could in principle work on content balancing, but it's something a lot more people can do, so I don't prioritize it with the (recently limited) time I do have to put into FreeOrion coding (after reviewing or otherwise dealing with others' pull requests).Or rebalancing the tech tree. Or fixing hulls.
Yes that kind of comment is pretty useless. On the other hand if you would have reasons why that is bad or how that could be improved maybe could make the whole thing better.
I certainly disagree.. AI and rebalancing the tech tree are personal pain points (which are only relevant because the game is playable).
Yeah, where did he go? I hadn't realized until you mentioned it that I hadn't seen any posts in a while. Looks like the last one was in January, and he was last on the forum in March.
Hmm. For fleet management, the features that would save me the most clicks involve grouping all ships of a type together and pulling out all injured ships in a fleet into a separate fleet. For production, I don't like the way I never know where the production window will open; I often have to scroll to what I want. A "most likely" pane in that window would be helpful, containing, say, the last 2 ships I've build there and the 3 newest applicable buildings. (If the place in an outpost, it should include the best colony I can build there.)Jaumito wrote: ↑Thu Nov 15, 2018 7:41 amThose are nothing compared to the gazillion wasted clicks when you have to manage fleets or the production queue. The latter would be so much more user-friendly if you could drag-and-drop items onto it.