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RE: Master Wishlist Thread - 3/30/2010 2:38:36 PM   
Banquet

 

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Joined: 8/23/2002
From: England
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How about making the game dual monitor compatible, so we can open these windows and then move them off to a 2nd monitor and still see the main map

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Post #: 91
RE: Master Wishlist Thread - 3/30/2010 2:49:05 PM   
incbob


Posts: 727
Joined: 6/23/2004
From: Columbia, Missouri
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When you use the editor to rename a star it should rename the planets as well. For instance if the game has Sol then it has Sol 2. Currently if I rename Sol to Pinto then the star is Pinto and the planet is still Sol 2 instead of Pinto 2.

(in reply to Banquet)
Post #: 92
RE: Master Wishlist Thread - 3/30/2010 3:37:01 PM   
Gertjan

 

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War experience system wide bonus: wouldn't it be interesting and useful to have an empire wide bonus depending on the extent to which you have gained experience in combat/war. So empires that fight a lot of wars gain more experience and get a modest bonus for it. In contrast, empires that dont fight a lot, lose their experience gradually over time.

(in reply to incbob)
Post #: 93
RE: Master Wishlist Thread - 3/30/2010 3:52:44 PM   
Barthheart


Posts: 3194
Joined: 7/20/2004
From: Nepean, Ontario
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I'd like an option to have the game NOT pause when I open some of the screens. I tend to open and study things like the colony planner or 'pedia or construction yards and wouldn't mind if the "universe" kept going. Sometimes I'd like to spend 5 or 10 minutes on these screen while wating for something to be built.

But this has to be a user selectable option.

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Life is not a journey to the grave with the intention of arriving safely in a pretty & well preserved body,
but rather to skid in broadside, totally worn out & proclaiming "WOW, what a ride!"

(in reply to Gertjan)
Post #: 94
RE: Master Wishlist Thread - 3/30/2010 4:48:35 PM   
desecrate

 

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First off id like to say the game is great most fun iv had on a 4x in a long time. DW reminds me of my 2 favorite 4x games MOO2 and Pax Imperia 2 and Im sure ill be playing it for awhile that being said some thing id like to see are more variety in the weapons gfx i think it would be cool to have weapons such as missiles rail guns and mass drivers for early tech and also beams weapons that look somthin like you would see in babylon 5. Also i dont know if the tech allready exist as iv not been too far ingame yet is a nofuel needed tech for later in the game. A reactor that is beyond the need for fuel.

(in reply to 4xfan)
Post #: 95
RE: Master Wishlist Thread - 3/30/2010 5:14:16 PM   
Impact1986

 

Posts: 19
Joined: 3/27/2010
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I wish for more moddability. The only things you can change are the graphics for the ships, and the sounds and music.

You cant edit techtree and add some new weapons or other technologies. I also find it strange that half of the game installation (~300 mb) consists of all the direct x and .net framework cab archives.

I dont think it is necessary to have them after you installed the game.

Where are the source files anyway? I only find the movies, sound effects, music, and graphic files...

(in reply to desecrate)
Post #: 96
RE: Master Wishlist Thread - 3/30/2010 6:32:14 PM   
rickbdotcom

 

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Get rid of random moon names and use the name of the parent planet. Like Sol 3a would be the name of Earth's moon.

When you click on a ship if would be nice if it would show the path to its destination if you have ordered it to move.

(in reply to Banquet)
Post #: 97
RE: Master Wishlist Thread - 3/30/2010 6:52:19 PM   
lordxorn


Posts: 768
Joined: 12/6/2009
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In the ship design section instead of individual components listed, causing you to have to scroll the window up and down, can you consolidate them into something like Mesa Blaster x1 + - then have a plus or minus next to it to make it easier to adjust when your trying to cram components in a design. Much like Moo2 ship design.

(in reply to 4xfan)
Post #: 98
RE: Master Wishlist Thread - 3/30/2010 7:14:52 PM   
Pford

 

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Suggestion: eliminate multiple Saves within game. To the best of my recollection, GalCiv2 handles saves this way, iow, the player can only save the game once up to his current progress. Makes for a more honest and, yes, more engrossing campaign as well as opening the possibility of competitive scoring records among the community.

(in reply to lordxorn)
Post #: 99
RE: Master Wishlist Thread - 3/30/2010 7:22:48 PM   
Wade1000


Posts: 771
Joined: 10/27/2009
From: California, USA
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Let players cheat on themselves if they like. Distant Worlds does not have an online competition. If it ever did then, sure, I suppose that the developers would also include a save limitation.

If there was a limitation to help competitive screen shot postings or something well then skillful programmer players could just undo the limitation to cheat on themselves and post super great screen shots.

-I recommend an OPTION to limit saves and editor use at a game start setup like in Civilization 4 to keep a player from being TEMPTED to cheat on himself. It could be used to post as a current game screen shot to show you have not cheated on your self to prove a screen shot authenticity when showing off screen shots.

*Nevermind, skillful programmer players could also fake a screen shot that shows that authenticity mark.

< Message edited by Wade1000 -- 3/30/2010 7:36:53 PM >


_____________________________

Wish list:population centers beyond planetary(http://en.wikipedia.org/wiki/The_Culture):Ships,Ring Orbitals,Sphere Orbitals,Ringworlds,Sphereworlds;ability to create & destroy planets,population centers,stars;AI competently using all advances & features.

(in reply to Pford)
Post #: 100
RE: Master Wishlist Thread - 3/30/2010 8:43:32 PM   
putzinator

 

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TCP/IP support so I could play with my brother.

(in reply to 4xfan)
Post #: 101
RE: Master Wishlist Thread - 3/30/2010 11:57:31 PM   
PDiFolco

 

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Re Ship Design screen again : price of components isn't shown anywhere, you have to check the total price change when you add/remove/change them !!
And why can't we have some "range" information anywhere ? I can't guess where my X amount of fuel will allow my ship to go... To be sure I add tons of fuel storage "to be sure", it isn't very efficient !


(in reply to putzinator)
Post #: 102
RE: Master Wishlist Thread - 3/31/2010 12:14:30 AM   
licker

 

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quote:

ORIGINAL: PDiFolco

Re Ship Design screen again : price of components isn't shown anywhere, you have to check the total price change when you add/remove/change them !!
And why can't we have some "range" information anywhere ? I can't guess where my X amount of fuel will allow my ship to go... To be sure I add tons of fuel storage "to be sure", it isn't very efficient !




Still on ship design.

When creating a new design have it automatically select the most up to date required components and stick them in the ship box.

Have some toggle switch to remove the useless (for war ships) components which otherwise just clutter up that window.

Oh, and as already mentioned implement the <foo> 7 nomenclature rather than <foo> <foo> <foo> ...

much cleaner that way.

(in reply to PDiFolco)
Post #: 103
RE: Master Wishlist Thread - 3/31/2010 2:59:55 AM   
Mark Weston

 

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Joined: 2/5/2005
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On the same subject, you need to make sure that all upgrades really are upgrades. For example the game considers Nuclear Devastator torpedoes an upgrade for the previous Epsilon thingies; well the problem with that of course is that the devastators are bombardment only weapons and if I left that upgrade in place my ship would be useless for space combat. What's more, the useful torpedoes are hidden from now on until I untick the box that hides all obselete techs.

(if the tech names are wrong I apologise and hope this still makes sense; I don't have the game in front of me as I write).

(in reply to licker)
Post #: 104
RE: Master Wishlist Thread - 3/31/2010 4:04:32 AM   
Tormodino

 

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Tons of stuff I'd like to see, but one thing I thought of would be limiting the bonuses from assimilated alien populations (I have all the available races in my Empire now with full bonuses) based on how much of your population is composed of each race. If only 5% of my pop is super researcher I really think I should only get a fraction of the racial benefits (and drawbacks).

Migration policy is something that should be set on a racial/empire basis.
For example: I don't like the Sulken when they go to war with me. I don't want them to freely settle everywhere with they nasty insectlike personalities.

(in reply to Mark Weston)
Post #: 105
RE: Master Wishlist Thread - 3/31/2010 4:06:16 AM   
Emmet333

 

Posts: 7
Joined: 3/29/2010
Status: offline
Still loving the game and looking forward to some of these suggestions being implemented!

Wish list add:  Do not show ships being constructed in the regular ship filter list (i.e. when I filter by Military Ships I do not want to see ships being constructed as I am usually seeing what's available for immediate fleet organization).

Even better:  add a "under construction" filter and put all those pre-built ship under there.  That would be win. 

Wish list add: edit the initial "troop transport" model to be size 200 or under so you can build it from the start.

Wish List add: When auto-queuing colony ships, give preference to planets that have an open construction yard and prioritize by "speed" build (not by physical distance).

Thx!


< Message edited by Emmet333 -- 3/31/2010 4:16:51 AM >

(in reply to Mark Weston)
Post #: 106
RE: Master Wishlist Thread - 3/31/2010 7:55:17 AM   
Norljus

 

Posts: 6
Joined: 4/21/2004
Status: offline
Add UNDO command to the Editor.

(in reply to Erik Rutins)
Post #: 107
RE: Master Wishlist Thread - 3/31/2010 8:54:28 AM   
Starfry

 

Posts: 74
Joined: 11/30/2009
Status: offline
Some ideas I have:

Have ships in combat cease to be targets after sustaining crippling damage and have some random factor which leaves them in flaming hulks, broken hulks, or blown apart.  Also have constructors go in after a while and scrap the hulks to see if they can scavenge some technology. 

When retiring bases, just have them shut down and have constructors go in and dismantle them.  



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Post #: 108
RE: Master Wishlist Thread - 3/31/2010 10:02:32 AM   
Nemo84

 

Posts: 115
Joined: 3/29/2010
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quote:

ORIGINAL: Starfry

Some ideas I have:

Have ships in combat cease to be targets after sustaining crippling damage and have some random factor which leaves them in flaming hulks, broken hulks, or blown apart.  Also have constructors go in after a while and scrap the hulks to see if they can scavenge some technology. 

When retiring bases, just have them shut down and have constructors go in and dismantle them.  





Oooooh, that would be nice. It would be even better if the AI could be taught to scuttle these if they can't safely salvage them themselves, to prevent tech and hulls from falling into enemy hands.

Though on the other hand, a damaged ship falling in enemy hands is extremely rare in reality. They are scuttled by either the crew or nearby friendlies, and the game could simply be skipping/abstracting this occurrence with the current "fired at until explodes" combat.

(in reply to Starfry)
Post #: 109
RE: Master Wishlist Thread - 3/31/2010 10:18:43 AM   
Gertjan

 

Posts: 698
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Reduce diplomacy hit/penalty when two empires have a joint system and enjoy good relations. I dont understand why there has so be such a big penalty if two empires with good relations share a joint system. Please make the penalty dependent on the status of the relationship determined by the other factors.

(in reply to Nemo84)
Post #: 110
RE: Master Wishlist Thread - 3/31/2010 10:21:59 AM   
playedabit

 

Posts: 19
Joined: 3/30/2010
Status: offline
More clarity on reasons why certain orders don't do anything:

- ship / base retrofit commands are sometimes ineffective, creating even more things to micro-manage
- why production queues get stuck (mentioned umpteen times already)

Right-clicking on a planet always does the same thing (ie patrol, load troops) and other actions are not selectable. I'd like to move my troop transport to a certain planet, for example, instead of hainvg it load troops from the planet. There's a way to do it, by right clicking on something else, perhaps zoomed out on the system and selecting a target under the move submenu, but that takes a lot of steps.

'Refuel at destination' command for ships. Now I can only choose the nearest refuelling locations, not a distant base. Should I be able to do this by queueing commands? I wasn't able to make that work, it seemed the last command would execute first (FILO).


(in reply to Nemo84)
Post #: 111
RE: Master Wishlist Thread - 3/31/2010 11:40:16 AM   
Mark Weston

 

Posts: 188
Joined: 2/5/2005
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More UI requests:

Be able to issue orders from the ships, fleets and colony screens (the same right-click menus as you get when right-clicking on the same items on the map would probably work). It also be handy to be able to issue orders by right-clicking on the summary box in the bottom-left.

More filtering options for the ships screen, particularly the military ships. Being able to filter them by role (escort, frigate, destroyer etc) or even by design.

(in reply to playedabit)
Post #: 112
RE: Master Wishlist Thread - 3/31/2010 1:15:23 PM   
Baleur


Posts: 372
Joined: 1/18/2010
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quote:

ORIGINAL: rickbdotcom

Get rid of random moon names and use the name of the parent planet. Like Sol 3a would be the name of Earth's moon.

When you click on a ship if would be nice if it would show the path to its destination if you have ordered it to move.


YES THIS!
I'm so tired of "BDAX27X colonized".
Why not just use our actual irl designation, with letters after the parent planet's number.
Considering that there are almost more moons than planets, these random number-letter names gets old really quick-

(in reply to rickbdotcom)
Post #: 113
RE: Master Wishlist Thread - 3/31/2010 3:47:59 PM   
Wade1000


Posts: 771
Joined: 10/27/2009
From: California, USA
Status: offline
quote:

ORIGINAL: Baleur


quote:

ORIGINAL: rickbdotcom

Get rid of random moon names and use the name of the parent planet. Like Sol 3a would be the name of Earth's moon.

When you click on a ship if would be nice if it would show the path to its destination if you have ordered it to move.


YES THIS!
I'm so tired of "BDAX27X colonized".
Why not just use our actual irl designation, with letters after the parent planet's number.
Considering that there are almost more moons than planets, these random number-letter names gets old really quick-

I agree.

_____________________________

Wish list:population centers beyond planetary(http://en.wikipedia.org/wiki/The_Culture):Ships,Ring Orbitals,Sphere Orbitals,Ringworlds,Sphereworlds;ability to create & destroy planets,population centers,stars;AI competently using all advances & features.

(in reply to Baleur)
Post #: 114
RE: Master Wishlist Thread - 3/31/2010 4:04:13 PM   
Pford

 

Posts: 235
Joined: 11/10/2006
Status: offline
quote:

Let players cheat on themselves if they like. Distant Worlds does not have an online competition


Since there's no MP on the horizon restrictive saves might prove an interesting option, notably for user contributed scenarios. I've noticed games that include an online element, competitive score ranking or PBEM, can generate enduring buzz in the community.

(in reply to Wade1000)
Post #: 115
RE: Master Wishlist Thread - 3/31/2010 4:06:53 PM   
Volcano

 

Posts: 52
Joined: 3/25/2010
From: France
Status: offline
It would be a good idea, and quite easy too, to add in the expansion planner screen a column to indicate in which system a potential colony is situated. If a potential colony is a planet, its name is sufficient to find its location, but when the potential colony is a moon...

(in reply to Pford)
Post #: 116
RE: Master Wishlist Thread - 3/31/2010 6:22:28 PM   
Kamonrius

 

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when all or most of these req's are fullfilled may you consider adding ONE more level of Zoom in the universe? I can only get satisfactory view on Capitals and not so on small frigates and explorer ships.

and when this game reaches new hieghts of developements can combat effects be reminiscent of Gratuitous space battles? more detailed shield reactions, better weapon effects, ship damage such as peices of hull shattering off and drifting into space, crippling explosions that do not result in the ships immediate death, wreckages that slowly descend to the planet (just getting smaller and smaller until they disappear nothing fancy) in all honesty the Combat is an infant version of GSB, if Combat were exactly like that in GSB this game would be the ultimate 4x strategy game of the day period (for me at least :D).

and a little tweaking on the editor, I found that one day I lost the Planet's tab, I dont know what I clicked but It disappeared for the remainder of the game, had to restart to get it back.

(in reply to Volcano)
Post #: 117
RE: Master Wishlist Thread - 3/31/2010 7:10:17 PM   
Anglachel

 

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I'd like to get the possibility to somehow upgrade ships owned by the private sector. Bye marking an old desing as obsolete they should try to get new ones over time.

Mining bases (which are build by the state, but owned by private people) should be upgradable as well. Maybe by sending a construction ship?

(in reply to Kamonrius)
Post #: 118
RE: Master Wishlist Thread - 3/31/2010 9:38:26 PM   
pndrev

 

Posts: 42
Joined: 3/10/2008
Status: offline
The lists (Ships, Fleets, etc) should remember the last filter setting used. It's a bit tedious to open the ship list, filter military, go to ship, issue order, open list, filter military... At least let us set a default filter. ;)

(in reply to HsojVvad)
Post #: 119
RE: Master Wishlist Thread - 3/31/2010 9:52:20 PM   
BobRock

 

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A warning when a ship is lost

(in reply to pndrev)
Post #: 120
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