From PlanetsWiki
[edit] SMPT Mail Authorization
| Details | Allow the client to send RST-files using an Email Account, that requires SMTP-Authorization
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| Program | Client
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| Author | Jochen 17:21, 8 September 2007 (CEST)
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| Motivation | Most Email-Accounts nowadays require SMTP-Authorization in order to prevent spam. The current client does not work with these accounts and makes it necessary to use an external email programm or a webbased user interface of a hosting-site in order to send RST-files.
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| Rating | +
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[edit] Military Screen Changes
| Details | Change the screen to add switches and sliders to give homegaurd fighter wings more flexibility such as attack ground targets, attack closest, quick strike and run, avoid ground base, also add a slider from 10-1000 to limit the maximum wing size to the size indicated by the slider. if 1000 type 1 fighters are in the base, we are currently stuck with a wing of 1k size. if we add this slider and set it to 100 we can make 10 wings of 100 as opposed to the single wing of 1k when the fighters launch to defend the base. additionally we would be able to set them to "do not launch" should we choose that action to save them for ground combat as opposed to being obliterad in orbit.
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| Program | Client
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| Author | --protomatter 02:15, 4 December 2008 (CET)
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| Motivation | to give homegaurd wings more flexibility in sizes and behavior.
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| Rating | +
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[edit] Space Command New Buttons
| Details | include ADD Remove Cyle Left and Cycle Right Buttons to the hammer and anvil for user friendly control of the hammer and Anvil lists.
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| Program | Client
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| Author | --protomatter 05:21, 4 December 2008 (CET)
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| Motivation | for ease and control of hammer and anvil lists that dont require us to open an additional window to select the next object from the list..... reduces micromanagement from two windows to one.
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| Rating | +
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[edit] Add Raceview Button to Races Window
| Details | Add 1 or 2 buttons to the Races Window that starts raceview.exe or raceview2 when pressed.
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| Program | Client
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| Author | Jochen 17:50, 21 April 2008 (CEST)
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| Motivation | There are applications like Raceview or Raceview2 that are specifically designed to show race related information. The client should allow an easy access to these applications. One for Raceview and one for raceview2, or have a config option to choose the one you want, by default I think raceview2 should be used it has so much more info.
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| Rating | +
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[edit] Remove Ally Commands from Races Window
| Details | Remove Ally Commands and Incoming Data buttons and subscreens from the Races Window and move them to Central Command (see requst below). Maybe also make the whole window a bit less expanded.
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| Program | Client
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| Author | Jochen 17:50, 21 April 2008 (CEST)
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| Motivation | The current Races Window has two functions that belong to each other only to some extends: information and giving commands. It is better to separate these functions to help players. The 2 subscreens "Ally Commands" and "Incoming data" rather belong to Central Command.
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| Rating | +
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[edit] add two new hotkeys
| Details | ADD two hotkeys for Capture Target anvil(C) and Dock target anvil(D), along the same lines of the already in place hotkeys, intercept target anvil(I) and escort target anvil (E)
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| Program | Client
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| Author | --protomatter 07:06, 24 January 2009 (CET)
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| Motivation | reduces tedium and micromanagement by bypassing the anvil selection(which loads slow) list window that pops up when clicking dock or capture
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| Rating | +
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[edit] Include Ally Commands in Central Command
| Details | Add a button "Players" (or "Races") in Central Command that will open a window with the information which is currently in Races Window's Ally Command and Incoming Data. The following picture will show an example of how such a screen could look like:
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| Program | Client
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| Author | Jochen 17:50, 21 April 2008 (CEST)
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| Motivation | Ally Commands is a game function that is made for your whole empire. So it belongs to central command.
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| Rating | +
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- nice idea, i second this change proposal--protomatter 02:17, 4 December 2008 (CET)
[edit] Unpack / MakeTurn
| Details | Move the functionality of unpacking an RST-file and making the TRN-file into seperate programs (unpack.exe, maketrn.exe).
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| Program | Client
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| Author | Jochen 11:53, 13 September 2007 (CEST)
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| Motivation | Currently the functionality is bound to the planets4.exe. Seperate programs could be called by other applications as well thus providing more flexibility.
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| Rating | +
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[edit] Front-End
| Details | Make the "Game-Slot" List Window of the current client a seperate program, that is used to start the "real" game in a slot. The "real" game could be started with a command line switch denoting the game-slot and player number you want to play.
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| Program | Client
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| Author | Jochen 11:53, 13 September 2007 (CEST)
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| Motivation | In fact the current "Game-Slot" List Window functions as a front-end, but is bound to the rest of the client. making it a seperate programm would allow to make an alternative front-end without making changes to the rest of the client (e.g. including automated csv-creation ,or authorized smtp, or a tutorial program).
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| Rating | +
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[edit] Auto-open Game-Slot List / Select Slot
| Details | Always open the "Game-Slot" List Window when starting the planets client and select the first "non-empty" slot of the "Game-Slot" List Window.
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| Program | Client
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| Author | Jochen 17:29, 8 September 2007 (CEST)
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| Motivation | Currently when opening the client, you have to press the "files" button in order to open the game-slot window. This is an unneccesary click. Then you have to select (one of) your current game(s). Auto selecting the first slot is simply more convenient.
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| Rating | +
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[edit] CSV Files Naming
| Details | Make a setting to generate CSV Files automatically when unpacking an rst and save them in the "WAR" folder. The filenames should also include player number and turn number.
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| Program | Client
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| Author | Jochen 17:49, 8 September 2007 (CEST)
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| Motivation | There are a couple of problems with the current csvs:
- You have to make your CSV files manually.
- The planets installation uses only 1 set of CSVs (new csvs overwriting the old ones)!
- The client can't handle CSVs from different games concurrently.
- The client can't handle CSVs from different players in a game concurrently.
- The client can't handle CSVs from different turns of a player in a game concurrently.
- Make sure VidiVici is updated at the same time, because it need the csv files and look for it automatically.
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| Rating | +
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[edit] Appearance of Numbers
| Details | Numbers in columns should be right justified. This way the player 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.
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| Program | Client
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| Author | Arsnick
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| Motivation | ?
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| Rating | +-
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[edit] Mouse Wheel Zoom
| Details | Enable the usage of the mouse wheel to zoom in/out.
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| Program | Client
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| Author | Jochen 20:55, 18 October 2006 (CEST)
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| Motivation | Using the mouse wheel to zoom would be intuitive as it used in many other applications that way.
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| Rating | +
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[edit] Mouse Middle Button Map Clipping
| Details | Enable the usage of the mouse middle button to move the clipping of the map.
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| Program | Client
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| Author | Jochen 20:55, 18 October 2006 (CEST)
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| Motivation | Combined with the usage of the mouse wheel to zoom, this request could save thousands of miles of mouse movement, as now you have to go to the map pad control to do this. (Using the keypad is not working well, too).
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| Rating | +
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[edit] Change Map Starting Point
| Details | If a player has no bases, set the x,y coordinates of the object with the lowest id known as starting point.
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| Program | Client
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| Author | Jochen 12:22, 16 December 2007 (CET)
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| Motivation | CoM players always start in the middle of nowhere as they have no base. Same with players that intentionally have no base (like the NPC player in the P4League games).
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| Rating | Closed Added in client 66, and Master 213 new NPC "Observer" player.
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[edit] Race Colours
| Details | Lot of times I switch on ally on client to see one of my enemys on blue colour. It's usefull to difference one enemy from other.
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| Program | Client
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| Author | Zaabur 09:01, 24 June 2008 (CEST)
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| Motivation | It's hard to see some things when you have mixed enemys. Now the client does not allow you to switch on ally to see de blue colour if the game have ally limit 0. I think that the function that set the race colour is implemented in the client and that could be easy to add this feature. Players set the colour that they wish to see in one race, red as default.
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| Rating | Closed Added in client 66
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[edit] Filter buttons for object list view
| Details | When displaying an object list (e.g. triggered by a click on a planet) have some filter buttons for various object types on top (e.g. ships, bases, wings, pods).
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| Program | Client
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| Author | Morg
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| Motivation | Identifying an object is unnecessary complicated by the simple list view. By introducing a filter setting in the object list popup window it would be easier to deal with big numbers of objects.
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| Rating | +-
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[edit] Allow direct number entry for number fields
| Details | Allow direct number entry for transfers etc. by directly clicking on the number field itself.
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| Program | Client
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| Author | Morg 21:23, 26 June 2008 (CEST)
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| Motivation | Using the arrow buttons in the GUI is inconvenient and takes too long for numbers that don't fall near the supplied range (e.g. 200 is convenient, 555 is very inconvenient and takes 15 clicks). Allowing a direct number entry by opening a number entry popup through clicking on a given number field would save time and make usage simpler.
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| Rating | +
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[edit] Resizable log message window
| Details | Replace the current log message window with a resizable one.
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| Program | Client
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| Author | Morg 13:48, 1 July 2008 (CEST)
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| Motivation | The log message window is very small and it would be easier to read the text if you could resize the window to a size the user prefers.
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| Rating | +
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[edit] Colour code important lines in the log messages
| Details | Introduce a simple colour code for important lines in the log messages.
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| Program | Client
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| Author | Morg 13:48, 1 July 2008 (CEST)
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| Motivation | It would be easier to determine why a log is in the important section if the triggering line would be colour-coded in a distinct colour. This would make it easier to filter the important information.
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| Rating | +
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[edit] Use tab key to switch between tabs on focused display window
| Details | Introduce tab key (or CTRL+Tab) as a hotkey to switch between different tab views on displayed windows, e.g. switch from overview to life display on the planets window.
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| Program | Client
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| Author | Morg 13:55, 9 July 2008 (CEST)
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| Motivation | Enhances usability for keyboard centric users.
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| Rating | +-
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- Base Command - Struct: Add Planet and Base names
- Base Command - Contra: Add a button for Buy Max so that it will purchase the amount of the selected item that your base has cash for.
- Base Command - Switches: with Insectoid Nest selected, show the number of robots that will be produced, the amount of unmined neutronium in the planet, and the amount of yield (like on the Mineral Mines screen).
- Base Command - Switches: with the Gun Zero! selected, show the amount of ordnance at the base, the amount that will be used per shot, and the number of colonists required to run the Gun Zero!.
- Base Command - Switches: Add a slider bar to Training Centers, Mineral Mines, Cities/Undercities, and Race-specific Structures. This would allow only that number of those types of structures to operate, as the Factory slider setting does.
- Base Command - Switches: Allow certain types of training to be toggled on and off. 3 toggles, 1 for Colonist to Crew, 1 for Crew to Troop and 1 for Troop to High Guard OR being able to set a maximum number of Crew trained each turn.
- Base Command - Parts: When buying assault mechs or fighters, display their stats in the window.
- Base Command - Stats: Include Native taxes.
- Base Command - Stats: Add button to show the last 5 turns of history of a base’s stats, such as colonists, natives, mc, supplies, etc.
- Base Command - Stats - Industrial: Arrange information in the order the host executes.
- Base Command - Stats#Storage: Allow the recycling of parts like there is for ships to recoup the metals, not the money.
- Base Command - Reserve Levels: Add base structures to the list so that new structures will be built if resources are available when they are below their level. Allow priorities to be set so that they will be processed in the order of priority.
- Base Command - Reserve Levels: Add fighters and mechs to the list and allow minimum settings so that that many will be built if there are less than that.
- Allow Mineral Mines to have a setting to mine only a specific mineral or set of minerals. You may get a little of the others, but you are focused on certain type(s).
[edit] Command Codes
[edit] New Base Command Codes
- DCx: (where x is 0 through 9): Destroy x cities (0 = 10 in this case)
- DNK: Turn off Cyborg King's ability to assimilate Humanoids and Ghipsoldals
[edit] New Ship Command Codes
- BUA: Beam up all.
- BDM: Change it so it does only beam down metals, no money. We have "BDC" for that.
- STL: Scuttle ship – destroy weapons, ship devices, damage engine, control systems, life support and hull. Damage done based on % crew remaining as well as # of troops and high guard present
- Some ships have the self destruct device. This would make it obsolote. I do not like that. Jochen 03:12, 11 July 2007 (CEST)
[edit] New Ship Command Codes: Beam up goods from Planets surface
| Details | Beam up goods from Planets surface
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| Program | Client/Host
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| Author | Myflowers
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| Motivation | Freighters with this code could travel from Planet to Planet beaming up metals, fuel, repairs, etc.
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| Rating | -
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[edit] Command Code List
| Details | When introducing a CC at any place (Bases, Ships, Wings), drop down a list with all available CCs and its description (not counting JGs codes, of course)
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| Program | Client
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| Author | Myflowers
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| Motivation | There are lots of CCs.
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| Rating | +
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- i want to second this request, as it would most likely be required if you want the game to go gold. replace the 3 letters box with pull downs and available command codes. this should also strikethru codes that are disabled by the hconfig settings such as as the GBx hconfig switch which allows or disallows vGBx codes.--protomatter 02:03, 4 December 2008 (CET)
[edit] Remove the need for Command Codes
[edit] Remove Transporter Command Codes
| Details | Add a "Persistent" switch on the transporter window next to each item. Then each turn the item will be beamed up or down just like the command codes BUO, BUR, BDM and so on. 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.
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| Program | Client
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| Author | Arsnick
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| Motivation | ?
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| Rating | +-
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[edit] Remove Transporter Command Codes
| Details | when using DTMS fuel Converter ships over a base for routine fuel making id like to see the following the command code approved. as some bases useally have way too much of one or the other type of metal that can be converted to Fuel. currently the only metal beam up code available is BUM (Beam up Metals) which usually starts with the valuable duranium stockpile and beam up tritanum until all the duranium is depleted.
- BMU Beam Molybdenum Up
- BTU Beam Tritanium UP
- BUD Beam Duranium UP
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| Program | Client
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| Author | --protomatter 02:08, 4 December 2008 (CET)
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| Motivation | ?
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| Rating | +-
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[edit] Remove Structure Command Codes
| Details | Right now, you can remove some specific structures with command codes but you must remove all of them. These include cities (DOC), smuggler's cantina (ATF), labor camps (USA), labor mines (USA). It would be great if you allow the entry of negative values in the Build Count field so that you can remove any structures in any quantity. This would remove the need for command codes and would allow all the structures to be removed as desires. I recently captured an enemy base with a military space port. Now my ministers keep shipping construction pods of metals and ore to that base and I don't want them to! I want to remove that military space port but I have not way to do that.
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| Program | Client
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| Author | Arsnick
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| Motivation | ?
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| Rating | +-
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- this request is now obsolete due to the new Green "Y" box that now exists above ministers Green "M" box--protomatter 02:06, 4 December 2008 (CET)
[edit] Ship Building
- Quick Build: Add an option to allow the purchase and formation of fighter wings for ships that are carriers and have them automatically docked and created with their specified number of types of fighters.
[edit] Ship Building based on Ship vs Base
| Details | 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.
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| Program | Client
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| Author | Arsnick
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| Motivation | ?
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| Rating | +-
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[edit] Full Control over Ship Building
| Details | When building a ship, have a standard Ship Command window appear so that it can be configured in all other ways (transporting ordnance, etc. from the base, turning on/off ship devices, setting a waypoint and speed, turning on Sand Casters, etc.). When this is done in Quick Build, preserve these settings in the Quick Build so that multiple ships can be created with the same ship configuration settings. Add in the ability to produce wings and have them docked to carriers.
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| Program | Client
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| Author | Jochen 13:22, 8 July 2007 (CEST)
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| Motivation | Ships can only be configured after they have been built. It would be nice do it it when building. With Quickbuild templates for the settings could be used.
Myflowers 20:37, 23 March 2008 (CET) Speed and waypoint, I wouldn't go so far but a "QuickTransfer" configuration for each "Quickbuild" order would be great.
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| Rating | +-
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[edit] Multiple Transfers
| Details | Transfer should be changed to work like waypoints thus using a known (and related) concept:
- Create a new icon for transport targets (like the ones for intercept, escort, waypoint etc.)
- Add the function to choose a transport target on Ship Command - Overview (like for waypoints): Add a button "Transfer", that when pressed, opens another window that allows you to choose 6 different targets.
- Add the function to choose a transport target on Ship Command - Nav (like for waypoints)
- Add the function to choose a transport target on the toolbar at the top of the screen (multiple icons like for waypoints)
- Add some kind of navigation between the different transport targets to the Ship Command - Trans screen (either left-right arrows or numbered icons)
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| Program | Client
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| Author | Jochen 13:02, 8 July 2007 (CEST)
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| Motivation | Right now choosing a transport target is done exclusively via the Ship Command - Trans Screen allowing only a single transfer.
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| Rating | +
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[edit] Various
- Ship Command - Mines: If you are set to lay a minefield of a given type and you don't have enough ordnance at the level that you chose, then lay one of the next lowest type if you can, and so on. Add a MAX ordnance button so that it will always use the maximum available.
- Ship Command - Mission: For an alchemy ship remove the words “only? from and make the logic work so that if one is selected then it will only produce that metal, if two are selected it will make half of each, and if all or none are selected produce all 3.
- Ship Command - Cargo: Add a little dialog next to the Replenish Fighters button where you can choose the number of each type of fighter that you want as a maximum so that you can have this properly configure your wings for you according to your preferences.
- Ship Command - Fleet: Allow amounts to be entered as percentages rather than amounts. Allow a direct number entry as an alternative to the sliders
- Plasma Torpedoes: Put a toggle switch on the ship's attack screen to change plasma guns and plasma bolt cannons into plasma torpedo launchers. When fired in combat (which is at 3x the charge time), have it create an object that will track the nearest target and upon impact (ram) the ship for 6x the yield of the weapon. However, the yield can be degraded by beam weapon point defense fire at a rate of 2 points of beam weapon to 1 point of yield removal.
- For ships that don’t want to be in combat and/or that are quick enough to evade enemy ships/fleets, an auto-evade feature would be nice so that it could be set to not allow enemy ships within combat range. Maybe it can be set to flee to a friendly warship, base or minefield or just plain run away.
- Weapon Observed Memory: As for seeing weapons in action, the ship could henceforth have known weapon systems to you. Whenever you see that ship serial number then you should know its weapons from that point forward.
- Add an option to ships to stop moving through an enemy minefield if their damage has reached a certain level so that they don’t continue mindlessly to their deaths.
- Add a field to enter a number for every slider bar in the client, such as Base Switches, Ship Speed, etc. (From alt.games.vgaplanets4 - Beezle)
- If you right-click on the base structure in the Base | Overview screen, you can enter a value. The request change for ship speeds is still valid.
- Wing configuration purchase option. set sliders to select wing configuration <example: 6\2\2 > have it indicte the cost of that wing purchase all wings built this way will auto launch into orbit, add a check box option to auto Dock wings to ships in orbit after completion. add slider for for number of wings of this configuration to purchase. and finally an accept wings purchase button. (hopefully eliminate mundane functions)
[edit] Outfit Pods
[edit] Change the way you outfit ships
| Details | Use a window like the one used for ship-building to transfer parts from an Outfit Pod to a ship or from a ship to a pod.
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| Program | Client/(Host?)
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| Author | Jochen 17:07, 12 December 2006 (CET)
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| Motivation | The current outfit system using "push" / "upgrade" etc. is just confusing. The system used for ship building works, so why have two different systems?
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| Comments |
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| Rating | -
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[edit] Change Parts that can be put into Outfit Pods
| Details | Allow all kind of mixed parts to be put in an outfit pod, as long as the limit of 1000kt isn't reached (hyperdrives, small weapons, shield generators and generators should have a weight of at least 1?).
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| Program | Client/Host
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| Author | Jochen 17:07, 12 December 2006 (CET)
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| Motivation | Currently you can't put multiple hyperspace engines or different kinds of engines in an outfit pod.
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| Comments | I have a problem with this ides. If you set it up like that you could never use a pod to put a LTLA in a ship much less outfit most large ships with everything they need.
Morningstar 04:49, 13 December 2006 (CET)
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| Rating | -
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[edit] Podding Ally Life Pod (with Allow Commands enabled)
| Details | When two players have Allow Commands enabled on the Race settings they can launch any type of pods from ally bases except for Life pods. Life pods should be allowed.
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| Program | Client
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| Author | Magik
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| Motivation | - this is not a bug, it is deliberate. It prevents backstabs, such as a traitor podding all your population off to prison camps. (Paul H) - So the traitor can pod only your troops, hg and mechs away and take the base right away...? If this is intended to prevent anything, it is not thought to the end.(Jochen) I don't think that the game should try to govern the diplomatic relationship of players. (Magik) You should be able to set any order/command if both Allow Command are on and both Attack are off. Myflowers
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| Rating | -
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- Allow pods to intercept a target.
- I personally don't think this should work as the pods don't have warp engines... they are LAUNCHED. My 2 cents (General Kael)
- It seems that way from the Pod Launch Pad picture, but from the pictures of the pod themselves they look like manned shuttlecraft with engines. --Magik 17:14, 10 Oct 2005 (CEST)
- They have Orbital Thrusters just to keep in orbit and there aren't crew, even pilot. Myflowers
- Allow races with cloaking devices to have cloaked pods, but the pods move slower or have a shorter life span.
- When you view another race’s pods, the speed isn’t listed.
- Update "MC At Base" on the "Flight Plan" screen of the Pod Launch Pad within the Base screen updates whenever you push the Clone button.
- Mixing Life: When putting prisoners into life pods, please code it so that any other prisoners from another race are removed from the pod and any non-prisoners of the pod-owner race are removed. This will avoid loss of life.
- Could you please add in a single arrow button on the Flight Plan screen for pods that would set all of the single settings to that Anchor? Currently you have to separately push the button for the Dock Target, Drop Target, and Boost Target separately. One button at the edge of the Anchor window that would set all 3 at once would be very helpful.
[edit] HQ Central Command
Add a new Icon below the Ministers: New Ships Default Settings
You have 2 buttons (like in minister) Armed Ships & Non Armed Ships
[edit] Armed Ships
(This is for ship that have weapons mounted, warship with no weapon mounted are non armed ships.)
- Match Minister "All Ships new attack vector" Y / N
- Attack vector = 1,2,3,4,5,6,7,8 or Random
- Set ship to 2nd wave Y / N
- Load Ordnance Y / N
- Load Ordnance: at least XXXXXX (0 to 100 000)
- Load Repair Y / N
- Load Repair: at least XXXXXX (0 to 100 000)
- Command Codes 1 XXX 2 XXX 3 XXX
- Scanner Mode
- Combat Mode
- Damage / Repair Armor ON / OFF
- Damage / Replenish armor from Ground base ON / OFF
- Friendly code XXX
- ADD a page to setup all possible attack settings
- ADD a page to setup all possible fleet settings
[edit] Non Armed Ships
(Any ship build with no Super weapon, Large or small weapon. Or with only PD)
- Match Minister “All Ships new attack vector" Y / N
- Attack vector = 1,2,3,4,5,6,7,8 or Random
- Set ship to 2nd wave Y / N
- Load Ordnance Y / N
- Load Ordnance: at least XXXXXX (0 to 100 000)
- Load Repair Y / N
- Load Repair: at least XXXXXX (0 to 100 000)
- Command Codes 1 XXX 2 XXX 3 XXX
- Scanner Mode
- Combat Mode
- Damage / Repair Armor ON / OFF
- Damage / Replenish armor from Ground base ON / OFF
- Friendly code XXX
- ADD a page to setup all possible attack settings
- ADD a page to setup all possible fleet settings
[edit] Ministers
[edit] Ministers / Bases
- Keep the "Minister on/off" setting at a base from turn to turn
- Build x% cities, y% factories, z% farms, a% undercities. Since you can currently only build one type of structure at a time and often it is best to build a mixture of a few, I think that having a percentage to build of each type would provide a nice function.
x + y + z must = 100
Take the cash and supplies that you have then multiply that against each %. If you are left with something > 1 then build that many.
If there is anything left over then try to build the highest percentage 1st, then the 2nd, then the last.
Jochen: Not really sure what this would be good for
- Build fighter mix: x type-1, y type-2, and z type-3 wings at base. Where x y and z are from 0 to 10. Substitute the text "type-1" with the name of the wing for the race being placed. Causes all bases with a Fighter Plant to have their parts setting for the appropriate wings to be changed. The parts order will be set to build as many fighters that fix the mix. Note that this overrides any existing pending parts order for these wings. Example: If the mix is x=2, y=2, z=6 and they are Colonies of Man, the cost of this mix is 550 mc. If any base has at least 550 mc, then their parts order for wings will be set to 2 / 2 / 6. If any base had 21,000 mc then 76 / 76 / 228 would be set with some mc left over.
- Form wing of mix: x type-1, y type-2, and z type-3. Where x y and z are from 0 to 10,000 and can only add up to 10,000. This will cause all bases that have an Air Attack Base to form as many wings as it can using the mix entered. For example, if a base had 70 / 40 / 80 and the desired mix was 12 / 2 / 10 then 5 of these wings would be scheduled to be formed since there are only 70 type-1 and the requested mix includes 12.
- Build x y assault units. Where x is between 0 and 1000 and y is a drop-down of the available assault mech types. Allow the additional purchase of assault mechs if there is avaialble cash.
- Allow a target base to be selected for each of supplies, food, metals, and megacredits. Then allow a number to be associated with each resource. Once the resource exceeds that number, then put it all into a pod and send it to the target base. If different resources can be combined into a single pod since they are heading to the same target and can be put in to the same type of pod, then do so. This may be better as a "maximum" resources setting like for the autopilot minimum resources/reserve levels screen so that it always happens and doesn't need a minister button to be pushed every time.
[edit] Ministers / Ships
- Take y HG from base if there are at least x HG in base. Where x is from 0 to 50,000,000. Will set up a transport of y HG on every ship if there are at least x HG at the base it is above and there isn't a conflicting transport already set up.
[edit] Ministers / Pods
- Launch x excess y to anvil within z ly. Where x is between 1 and 50,000,000, y is a drop-down of all available native types and z is between 0 and 3000. Causes all bases within z ly of anvil to launch all natives of type y greater than x to the anvil target.
Example: launch amorphous natives over 1,000,000 to antil within 300 ly.
- (different from previous) Launch x y to anvil within z ly. Where x is between 1 and 50,000,000, y is a drop-down of all available native types and z is between 0 and 3000. Causes all bases within z ly of anvil to launch x natives of type y to the anvil target. Example: Launch 50,000 bovinoid natives to antil within 200 ly.
- Distribute military within x ly of anvil. Where x is between 0 and 3000. This will add up the total number of crew, troops, high guard, fighters and assault mechs on all bases within x ly of the anvil then divide each total by the number of bases then plot pod launches to/from each base to distribute them evenly where megacredits are available.
- Distribute x food within y ly of anvil. Where x is between 0 and 3000. This will distribute from a pool of x food to bases within y ly of the anvil. Look at the largest population bases first, determine their need, then pod food to that base within the limitations of x. If x is depleted, then end the loop.
- Turn on/off orbital thrusters on type y pods. Where y is a drop-down of all pods types.
[edit] Ministers / Wings
- Remove all HG from wings and put them in the base that they are above.
- Put a HG pilot in every wing above a base if there are at least x HG at the base. Where x is from 0 to 50,000,000.
[edit] Groups
- Allow minefields to be grouped
- Set Global order to replenish fighters on all ships that have bays. Also, if this is set it would be nice to have new ships automatically upload fighters onto them. - From Eric on alt.games.vgaplanets4
- Ministers Enable/Disable
[edit] Groups: Form-One-Big-Wing button
| Details | All wings in the group will be sorted by ID and then a Dock sequence will be generated for all wings but the lower ID one (like ID X+1 set dock target to ID X, Id X+2 set dock target to ID X+1, ... , ID X+n set dock target to ID X+n-1). Very easy to implement, extremly useful.
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| Program | Client
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| Author | Myflowers
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| Motivation | Several 10 Fighter wings could be assembled in a big wing. Also, after a Replenish Fighter, all docked wings could be assembled in a big (docked) wing.
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| Rating | -
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(some one put a - here, but it's being implemented. See Command Code BIG)
[edit] Groups: Load-Hull-from-Selection button
| Details | To load the same hull only from the space command list, not from all objects in the map.
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| Program | Client
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| Author | Myflowers
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| Motivation | Many times, the shipyards orbits are full of different hull types. With this option, recently builded hull types could be grouped not including all the same Hull of the whole map.
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| Rating | -
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[edit] Groups: Include a NumGen pattern to NEW NAME
| Details | i.e. @X, where X is the first number for the first object, adding 1 for all further objects in the group.
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| Program | Client
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| Author | Myflowers
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| Motivation | Ships and wings could be identified inside a fleet in a easier way than ID.
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| Rating | -
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(some one put a - here, but it has been implemented)
[edit] Race Interactions
- The "share contact data" on the races screen will share all contact data, including your allies. Would you please consider adding a new button to the races screen for "share allies’ contact data" and modify the "share contact data" button to exclude any races that you have set to not attack?
[edit] Replacement Pictures
- (Changing Graphics)
- Allow replacement pictures for Ships, Assault Crafts & Fighters.
- Allow replacement pictures for each game (instead of being for the whole client like now).
[edit] Resource Rings
- Either make the rings reflect levels more accurately or place a number next to the ring with a rounded amount.
[edit] Resource Rings: ALL Options
| Details | A ring selection for "All Native", "All Contraban" or "All Minerals" would be nice. Right now, if I am looking for Contraban rich planets or Native rich planets, I have to peck at each and every contraban/native button.
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| Program | Client / Host
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| Author | Arsnick
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| Motivation | ?
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| Rating | +-
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[edit] Data Grid
- When you have selected a object type from the list, show a list of columns associated with that object type to view and a way to select/de-select
- Allow grid to be sorted by clicking on column headers.
- The scroll bar on the Data Grid jumps to the end or start of the list instead of just paging down when you click below or above the bar.
[edit] Object Filters
- Allow wormholes to be filtered.
- Allow buoy markers (points in space) to be filtered.
- Allow objects that are grouped to be filtered.
[edit] Allies
[edit] Locking of Objects
| Details | Add a new attribute "Locked" to all units. If set to "true", allies won't be able to give commands to these units. * In the client all objects would get a new switch "L" similar to the "V" (View) and "M" (Minister) switches. * The Ship Command - Mines screen would also allow to lay minefields locked. * A new minister would allow to lock/unlock all objects of a kind.
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| Program | Client
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| Author | Jochen 12:50, 8 July 2007 (CEST)
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| Motivation | Allow Commands gives an ally control to all your units (Ships, bases, wings...). However, this may lead to problems e.g. when handling minefields. Thus a new attribute "Locked" could be introduced to restrict the access only to certain units.
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| Rating | +-
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[edit] Miscellaneous
- Refresh the map display if a status change order has been given that has an effect on the Display Filters settings.
- If you cloak a minefield and have "cloaked" mines:OFF, then the minefield should "vanish" immediately
- If you disable a minefield and have "non-active" mines:OFF, then the minefield should "vanish" immediately
- If you use the "Disable Gravs" button in Ship Command - Overview just the same.
- Add location (name or X/Y) that a ship/pod/wing originated from in notes for that object
- Use temperature colors (hot to cold = red-orange-yellow-green-cyan blue) on planet dots to show temperatures of scanned planets
- Distance Markers: When viewing the starmap and you have waypoint(s) selected, add a marker on the line draw to indicate where the ship will end its movement at its current speed and possibly another for where it would end if it was moving its maximum speed. When HYP is turned on, draw a circle showing the maximum range of the hyperjump.
- It is not obvious when a ship or base has a note on it when working from the ship or base screens. Would you please consider adding a simple color splash on the ship and base screens to show that a note exists on it and possibly allow that splash to launch the note window?
- The "Display Contact Tracks On Map" tool isn't accurate and would be very useful.
- When typing in coordinates within the client, it would be nice if the cursor would jump to the Y field after tab or , was pressed to eliminate extra mouse jerks.
- When you have a good scan of an object and completely lose contact with it, it changes to "old data", which is fine. When you have a good scan and then you have a not-so-good scan, it changes into an unknown signature, so you lose your tactical intelligence entirely. Something should be changed there.
- Add locations of explosions to the map that can be scanned and have a life of 1 turn. Minefield detonations, ship explosions, planet explosions, etc could be added and have different sensor images.
[edit] Empire Management Ideas
- Put in a function for the entire empire’s 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.
- Build a object list due to a powered search criteria and make a group, allow escort, intercept, waypoint, etc target in one step (including wings). - From Myflowers on alt.games.vgaplanets4
- Add 2 new flags to bases like you have the V(iew) and M(inisters) to be D(epot), and T(raining) to designate the bases for their function in your empire. Save the settings from turn to turn. For designated Depots, allow ordnance, fuel, and repair units to have pods launched to them. For Training bases, allow colonists and food to be sent in pods from a customizable range.
- Colour code the "Races" screen so you can tell at a glance which of the 30 players is allied to you
[edit] Regions
Allow bases and ships to be assigned to “regions". There should be from 10 to 30 different regions possible.
- Allow each region to have a different tax setting.
- Allow ministers to function only on a specific region.
- Have an option to draw different color borders around each region on the galactic map.
- Have “auto pilot" only affect the region that it is assigned.
- Add a map object display filter for regions.
- Add the ability to sort by region in the Data Grid.
[edit] Embedded Object Scripting
This is a pretty advanced idea, but in general, when you are using the Planets client and you push the buttons to program your objects to do something, you are generating a kind of script for actions that each object will take. This is evident from the ? button on the ship screen and from how objects interact with the host application. What I think would be a good idea would be to actually have the client generate a script that host application could interpret and reference throughout the processing of the turn. The user could modify the script to allow specialized functions to occur, such as stopping towing when certain conditions are met, launching pods from a base when 2 enemy ships arrive, initiate ship to ship transport upon certain conditions where the amounts in the transport depend on levels of the source and target ship’s current cargo, etc. I’m sure that you can see that this would be highly versatile and flexible.
The problem with this idea is, that it includes (rather big) changes on both client and host side. Jochen 13:43, 11 July 2007 (CEST)
Some ideas for sample scripts:
Base script:
' Put at least 2 high guard rangers on each ship
If Ship.Coordinates = Base.Coordinates And Ship.HighGuard < 2 Then Transport(Base.HighGuard, Ship, 2-Ship.HighGuard)
‘ Put at least 100 fuel on every ship
If Ship.Coordinates = Base.Coordinates And Ship.Fuel < 100 Then Transport(Base.Neutronium, Ship, 100-Ship.Fuel)
Ship script:
‘ If at any point during the turn, the ship is within 150 LY of the owning player’s minefield, then shut off the Minefield Destabilizer
Enable Device.MinefieldDestabilizer
Foreach Minefield {
If Minefield.Owner = Me And Distance(Ship.Coordinates, MinefieldCoordinates) <= 150 Then Disable Device.MinefieldDestabilizer
}
‘ Tow an object to certain coordinates or until a certain movement tick of the turn
If Ship.Coordinates = (1028, 2044) Or Tick > 158 Then Disable Tow
[edit] Towing
[edit] Multiple Enable/Disable Tow Targets
| Details | (Byside Jochen's Idea about Imbedded Object Scripting). Add an option to set multiple Waypoints or Locations where the Towing ship change the Tow target or disables the Tow Beam leaving the present towed ship behind. i.e Tow sequence for a certain ship: Set initial Tow target to object X, At Waypoint 1 Disable Towing, At Waypoint 1 Set Tow target to Object Y, At Waypoint 2 Disable Tow, At Waypoint 3 Set Tow Target to objetc Z, etc.
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| Program | Client / Host
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| Author | Myflowers
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| Motivation | To minimize micromanagement. You can give orders to a Tower and forget it for several turns. In the same way, Trans orders could be included in the "Action list" for every waypoint.
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| Rating | open
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[edit] Enable/Disable Tow
| Details | This a light version of the above fetaure request. In the same way you can set a drop target for a docked POD, it would be nice to have a untow option for towed objects.
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| Program | Client / Host
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| Author | Myflowers
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| Motivation | A towing ship could untow an object at a certain point and continue his way, leaving the towed object behind.
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| Rating | open
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