Both of your proposals are nice and I would say the manager has much to do with the population: it rearranges its workforce. It would be even nicer if it's clickable on/off - it would reduce some
unnecessary micromanagement by saving me 2 clicks each time I just want to set it on/off without other adjustments. In a long game having a large empire it's a lot of unnecessary clicks. So it's a general suggestion as well: it you could save some clicks in many places for players then the game will become much more playerfriendly.
Edit:However, it's much more needed on the production screen, not the build one.
blotunga hat geschrieben:
We have the "Expansion" menu for that, I think it provides a better overview. The info on the Production screen is there just that you can easily plan how many buildings of each type to build without overbuilding and without going back/forth from the galaxy map.
Yes, I know about the Expansion list and I will have some suggestions about it as well. The info is actually on the build screen not the production one and it should be on both because quite often (at least for me) I wouldn't have to go to the build screen if I had it there too. Once again it reduces
unnecessary micromanagement and it doesn't overload the screen more than on the build screen.
blotunga hat geschrieben:
I don't know why this feature was never added, you do have a point, however maybe some things should remain with a hint of unknown. Population fights by numbers. Every 10bn pop roughly equals a troop with 10 defense.
That's right - hint of unknown is good but not total lack of information. From my observations the population fights with different force for different species and warlike species fight usually much more fiercely, eg. playing as Heyoun I could usually conquer a minor system up to 50bln with just 4 somewhat experienced Spiders but Kreatumir reliably defeated more than twice that amount having only half population (about 25bln). I've seen even more contrasts playing as Khaoron. So, a sufficiently experienced player will know anyway how many troops should be used but it heavily punishes not experienced enough - such mechanics shouldn't be promoted in a game for multiplayer purposes as inexperienced players are always handicapped enough by things that cannot be avoided.
We have the probability of success shown in case of fleet engagements (even if sometimes enemy ships are complete unknown) - why there is no similar display in case of attacks on systems? Simple percentages would be nice but such a screen as in fleet engagements would be much better.
blotunga hat geschrieben:
I'm not sure if I'd want to do that, too much information for the player, just as above. The original creator, SirPustekuchen from what I understood wanted to have a bit of mystery left in things, that's why for example on the research screen we don't show the exact amount of RP needed for a new discovery.
I love mystery but it should be achieved differently. As I said the amount of details a player sees should depend on his sensor strength in the sector and enemy stealth abilities, eg. with sufficiently low sensor strength he shouldn't be able to see cloaked ships at all hidden within an enemy fleet, with more strength he should be able to see that there are some unknown ships, with even more - size of ships, etc. It could be even arranged this way that there is only a certain probability of having details revealed. There are many, many ways that are much more interesting for players than almost complete lack of information about the fleet composition no matter what your sensor coverage is.
BTW, with time I would suggest to overhaul anomalies. They should be another way of providing the mystery, eg.
- many of them should have an obscuration ability and provide stealth for ships (even outposts and starbases - undetected they shouldn't show territory claimed to opponents) hiding there
- science ships should provide substantial scientific bonuses (one time gains only, perhaps) entering such sectors for the first time giving players reasons to risk entering them even if the ship might be destroyed.
- events could happen as a result of entering such sectors even if it's not the first time (eg. subspace rift shouldn't always destroy ships but only sometimes and there should be a probability that some dangerous aliens will appear there with probability of positive events too)
- I wish there was a way to create waypoints for ships(I see how it could be difficult with touchscreens) because eg. sometimes I just desperately need to take a shortcut through a dangerous anomaly and the game doesn't allow me to do so.
BTW2, the idea of creating waypoints is much more needed for directing ships constructed as to automatically go to a certain sector (or even to a certain fleet) - such a mechanic reduces
unnecessary micromanagement greatly and it was even implemented in MoO1 20 years ago. They could be implemented in a similar way as trade/resource routes are.
blotunga hat geschrieben:
Some minors have 4-5 buildings/ships, it would get a bit crowded and I'd have no space for the names of the buildings. Though I have to agree that it would be nice to somehow be able to see the Minor's buildings/ships on the diplo screen. And probably the bottom of the screen would be a much better fit for that since when on the info screen afaik there is never anything else show except "No diplomatic news" and when you cancel a treaty the name of the treaty that is cancelled. So probably I could put there the buildings when no treaty is being cancelled
We don't need names, just small icons - the description (and name) could be shown in a tooltip.
blotunga hat geschrieben:
I agree, the AI might need some tweaks, though it should be better because I've found some bugs. So please try the newer versions.
...
Please update, btw a new update will be probably out probably next week also. On the PC I don't have any autoupdater built-in so you have to do it manually. However I try to keep savegames always compatible so updating shouldn't cause trouble.
I had it installed almost the moment I realized there is a new version
Edit: As for torpedoes, I gave you the important (from the gameplay perspective) reason why there should be 2 values - isn't it important enough for you? I don't see why they shouldn't take into account the accuracy of a launcher - as I mentioned they could provide
average damage (average/min and average/full salvo - in a ship tooltip it should show average/frontal salvo, or lateral if there are main lauchers)