just started checking the game out and sent my scouts out to do some exploring and then they get stuck so i think there out of gas ... lol ... i never played MOO2 but the first one i do have a copy floating around somewhere here in my archives lol. but im sure i never run out of gas before.
The original MOO had a ship range feature where you weren't able to order your ships to move outside of the allowed range, and I believe if you sent them somewhere and then lost control of the planet / system that was allowing ships to be ordered to move somewhere, the whole fleet was lost.
But we're not trying to remake MOO1 or MOO2.
now i can understand this from a strategy point, and even a logical point, but it sure makes preliminary exploration hard, now is there a way to build a fuel tanker type ship early on? or are those ships just stuck there tell i expand my empire.
There are no fuel tankers at all. If there were, then there'd be a lot of micromangement required to move them around to keep ships fuelled, which is itself bad, and it would pretty much defeat the purpose of having a fuel system at all.
There are fleet supply lines though, which are the dashed moving lines emanating from systems. You can make these grow longer by researching appropriate techs, such as Fleet Logistics.
You can also put fuel tanks on ship designs to increase the range of the ships of that class.
also a warning in the sit rep would be nice say something like fleet so and so has only x amount of turns left.
I'm not sure about a sitrep, since with more than a couple fleets moving around, that'd be a lot of sitrep spam...
There are fuel indicators on the ship panels and fleet panels, although I think one of them is broken in v0.3.13.
You also can't, or at least shouldn't be able to, order ships to move further than they can actually travel. What should happen is that the move lines ends before reaching your mouse cursor, and right clicking doesn't actually order the move, unless the ships can reach the system under the cursor. This could perhaps be modified to limit ship movement to as far as they can travel and get back to a system where fleet supply is available, although this is complicated and prone to mistakes and changing situations like the MOO example, and limits what players can do when they might want to order ships to move further than they can return from.
Also, in the SVN version, ships that are stationary in a system for a full turn regenerate 0.1 fuel per turn, meaning they're never fully stuck.
that lead me to think of a cash for clunkers program for my ships, because by the time i can get to them they will be obsolete, and it would be nice to scrap them out for some money or material that could then be reused, or maybe refit them, dont kno if any of this has been done just dropping some ideas
I think we'll eventually have a way to scrap, or perhaps recycle, ships and buildings. The ship version would probably only be available in a system with a shipyard if you wanted to get something back for the ship. I suppose a ship could be disposed of by self-destruct from anywhere, although the crew might not like that, depending on your race.
Edit: A UI mechanism to order scrapping of buildings or ships needs to be designed for this to happen. Obvious options include right-click menu commands, similar to the Rename option now available for ships and fleets and owned planets. /Edit
also would like to add that at least in the v3 release it would be nice to have some consistency in the GUI as far as closing windows. for example some have the standard X to close some require you to click back on what u originally clicked on etc.
I think there's a bug with some windows, such as the fleets window, that should have an X but don't for no apparent reason. Most windows are supposed to have the X, unless they're full screen windows or the sidepanel, in which case they're more of a subscreen than a movable window, making an X less appropriate. It wouldn't be obvious that an X at the top right of the research or production screens would close them when there are several sub-windows that can be moved around.
id also like to see another level added to the system properties, say one for the whole system then a more zoomed in one for individual planets or other in system objects.
If you want to see more details about planets, expand the panels within the planet panel by clicking the down arrows at the right (and click the up-arrows to collapse). We're not planning a separate single-planet full screen, as we'd like to have everything necessary to know and do be available from the system sidepanel. This a galaxy-spanning game, and having subscreens within subscreens makes it too tempting to add too much detail and complexity to the UI, and shouldn't be necessary.