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RE: Master Wishlist Thread - 3/31/2010 10:21:39 PM   
PDiFolco

 

Posts: 1200
Joined: 10/11/2004
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Is that me or does the Galactic map screen shows everything as yellow dots and doesn't  use the "normal map" color-codes ? If it isn't a "personal" bug please use the same colors ... 

(in reply to BobRock)
Post #: 121
RE: Master Wishlist Thread - 3/31/2010 10:52:16 PM   
Deomrve

 

Posts: 106
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Be able to designate an AI empires color at start up and making the game dual monitor compatible. One more thing, let us pick a ship set to use and be only able to use that one.

< Message edited by Deomrve -- 3/31/2010 11:12:17 PM >

(in reply to BobRock)
Post #: 122
RE: Master Wishlist Thread - 3/31/2010 11:33:37 PM   
Kamonrius

 

Posts: 69
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You can do this, set all of your other ships to Automate and keep one that will be directly controlled by you, very simple.

(in reply to Deomrve)
Post #: 123
RE: Master Wishlist Thread - 4/1/2010 12:21:34 AM   
Wade1000


Posts: 771
Joined: 10/27/2009
From: California, USA
Status: offline
Deomrve is likely refering to the Ship graphical "ship sets". Each set is a certain style of look. When we design a ship we get  to choose the graphic look from a list of EVERY set. Thus, an empires ships could have a wide variety of looks. I don't know if that's good or bad. It could get very confusing if every opponent was choosing a wide variety of ship looks. There'd be no asscociating one empire to a certain style.

< Message edited by Wade1000 -- 4/1/2010 12:35:09 AM >


_____________________________

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 Kamonrius)
Post #: 124
RE: Master Wishlist Thread - 4/1/2010 12:30:25 AM   
Kamonrius

 

Posts: 69
Joined: 3/31/2010
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Ah! I do this as well, in the images/units/ships folder you have one hypothetically free folder to utilize it is number 8, the AI will as you say stick to their ships designated in the RACES.txt file when you get a hange of editing races and their native ships you can change who uses number 8 (family 8 is only used by two races, me thinks Humans and the predominantly yellow inscetoid race) you can change what ship sets they use and designate one for yourself which ever race you wish (have a custom race, replaced the previously mention insects with them and used a number of ships from other folders) but I understand the request :D the Devs did not want you to be hindered at what ship you utilize. and with the method described above I dont have to go through the mumbo jumbo of shifting through the images every time I design a ship...just upgrade the prexisting designs

(in reply to Wade1000)
Post #: 125
RE: Master Wishlist Thread - 4/1/2010 2:00:20 AM   
impact


Posts: 88
Joined: 2/18/2010
From: Germany
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Hm,
I just designed a capital ship with a docking bay, cargo bay, ship yard and one of each production facility. yet it seems that it cannot build ships.
it would be really interesting from a strategic point of view if this were possible. some kind of mobile construction yard. :)

(in reply to Kamonrius)
Post #: 126
RE: Master Wishlist Thread - 4/1/2010 4:45:51 AM   
lancer

 

Posts: 2963
Joined: 10/18/2005
Status: offline
Goodaye,

Stockpiling Resources at a Starport


The AI reserves a set amount of resources at every starport - as far as I can tell - depending on the size of the starport. It allows the surplus to be freighted here and there by the civilians.

There are times when I'd like to be able to stockpile certain resources at a particular port. For instance it would be handy if I could stockpile strategic resources at a major construction port to gear up for a war effort. Other times it's for establishing a major refuelling depot or even to better consolidate sparse luxury resources in a particular part of my empire.

As the game features a pretty good logistics model it would be helpful to be able to build up stockpiles of strategic / fuel / luxury resources if required by the demands of your particular situation.

Something like three little buttons at a starport that you could push to request a higher than normal reserved level for either strategic / fuel / luxury resources to be retained at that location and to be off-limits to civilian frieght forwarding.

Cheers,
Lancer

(in reply to impact)
Post #: 127
RE: Master Wishlist Thread - 4/1/2010 5:09:53 AM   
bloodystump

 

Posts: 8
Joined: 3/22/2010
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A toggle for individual empire icon visibility.
A toggle for private craft icon visibility.
A list showing stranded assets and/or the ability to toggle AI repair and construction independantly (i like the idea of automated repair but i want total control of mine and base construction).
The ability to queue any valid command on any ship at any zoom level.
A keyboard shortcut that highlights the destination of a selected craft, at least when at galaxy zoom level.


(in reply to BobRock)
Post #: 128
RE: Master Wishlist Thread - 4/1/2010 12:21:33 PM   
Fideach

 

Posts: 175
Joined: 3/30/2010
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After playing a few more games.. I have come to realize.. I want a Space port that I can just use for cargo transfers and refueling! So can we have a "Outpost" type of space port? Be like a small space port, but with out the requirements of a space yard, production, etc.
So planets can have a minor space station for cargo loading and unloading.. refueling, etc.

I also wouldn't mind seeing a tanker class ship that can ship fuel around. Since I have stations I'd like to set up in the middle of no where or at the very front lines. Cheap stations just there as a gas station, that would only get fuel from tankers that bring it to them from the space ports.

(in reply to bloodystump)
Post #: 129
RE: Master Wishlist Thread - 4/1/2010 12:52:39 PM   
Mark Weston

 

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I don't like space creatures. They get on my nerves, one of the sillier sci-fi cliches that just don't work for me. Can we have the same "none" option for space creatures in game setup as we do for pirates?

(in reply to Fideach)
Post #: 130
RE: Master Wishlist Thread - 4/1/2010 2:10:04 PM   
Wade1000


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

ORIGINAL: Fideach

After playing a few more games.. I have come to realize.. I want a Space port that I can just use for cargo transfers and refueling! So can we have a "Outpost" type of space port? Be like a small space port, but with out the requirements of a space yard, production, etc.
So planets can have a minor space station for cargo loading and unloading.. refueling, etc.

I also wouldn't mind seeing a tanker class ship that can ship fuel around. Since I have stations I'd like to set up in the middle of no where or at the very front lines. Cheap stations just there as a gas station, that would only get fuel from tankers that bring it to them from the space ports.


Fideach, The Resupply ship is your mobile gas station outpost that bases on gas giants and gas clouds.
-----

-A very large fuel tanker/tender ship that has certain components allowing it to fuel/repair far deployed ships would be good. It could act like a freighter by carrying fuel from based resupply ships and bases to far deployed ships and repair them via components such as those in resupply ships and construction ships.

-Also, a later high technology component like a reactor/generator that greatly lowers or even elimates the need to refuel. It could be very large and only fit on lareg ships, including tankers/tenders and bases but it gets smaller with further research.

< Message edited by Wade1000 -- 4/1/2010 3:06:30 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 Fideach)
Post #: 131
RE: Master Wishlist Thread - 4/1/2010 3:23:33 PM   
solops

 

Posts: 814
Joined: 1/31/2002
From: Central Texas
Status: offline
Change the way starbases instantly roll over and defect to anyone who happens to conquer a world's surface.
Either:
1) prohibit invasions until orbital defenses are destroyed or
2) leave the orbital defenses in the control of the player that built them if the planet's surface is invaded successfully or
3) if a planet is captured have all orbital structures immediately self-destruct or
4) introduce the option the eliminate the invasion/ground war completely.

< Message edited by solops -- 4/1/2010 3:24:27 PM >


_____________________________

All that is necessary for the triumph of evil is that good men do nothing.-Edmund Burke
Liberty lies in the hearts of men and women; if it dies there, no constitution, no law, no court can save it.-Judge Learned Hand

(in reply to 4xfan)
Post #: 132
RE: Master Wishlist Thread - 4/1/2010 3:25:12 PM   
solops

 

Posts: 814
Joined: 1/31/2002
From: Central Texas
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quote:

ORIGINAL: Mark Weston

I don't like space creatures. They get on my nerves, one of the sillier sci-fi cliches that just don't work for me. Can we have the same "none" option for space creatures in game setup as we do for pirates?


Second this.

_____________________________

All that is necessary for the triumph of evil is that good men do nothing.-Edmund Burke
Liberty lies in the hearts of men and women; if it dies there, no constitution, no law, no court can save it.-Judge Learned Hand

(in reply to Mark Weston)
Post #: 133
RE: Master Wishlist Thread - 4/1/2010 3:53:01 PM   
Igard


Posts: 2282
Joined: 3/29/2010
From: Scotland
Status: offline
Modding request:-

Could races be assigned with negative attributes? penalties like poor merchants or bad engineers instead of just bonuses?


(in reply to ShadowB)
Post #: 134
RE: Master Wishlist Thread - 4/1/2010 3:55:06 PM   
Athalian

 

Posts: 64
Joined: 3/30/2010
Status: offline
More information. For example, I have no way of knowing if the spaceyards are working at full speed or are slowed by insufficient amount of any of the manufacturing centers or insuficient raw materials.

Economy also need a lot more information displayed. If I want to see every blody fee or income my state is getting, I want to do it ^^

(in reply to solops)
Post #: 135
RE: Master Wishlist Thread - 4/1/2010 4:23:35 PM   
codearchitect

 

Posts: 10
Joined: 3/30/2010
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not sure if it has been mentioned before:

1. Toggle to assign individual fleets to automated. I like to have a fleet or two that automatically responds to threats and refuels and patrols and have a couple of manual fleets that that perform attack functions


(in reply to Athalian)
Post #: 136
RE: Master Wishlist Thread - 4/1/2010 4:59:00 PM   
laserlasse

 

Posts: 3
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Not sure if this has been mentioned already. Please forgive me if this is the case :)

Include pirate tribute in the cashflow. AFAIK this is not shown on the empire economy overview.

(in reply to Erik Rutins)
Post #: 137
RE: Master Wishlist Thread - 4/1/2010 7:00:26 PM   
Forevener

 

Posts: 2
Joined: 4/1/2010
From: Russian Federation
Status: offline
<Important>
    Automation improvement:
  • More initiative with the star bases
  • Fixes for fleet automation - new fleets being completed very slowly, and ships, that should be assigned, just hanging in space
    Advisor improvement
  • Checkbox for "always choose this option" (or something similiar; or even more advanced) - I don't want to capture planets with independent races now, and I will not capture it later. But I'm always ready to send colony ships to newly discovered planets.
    Diplomacy improvements
  • Option to demand stop of war with specific empire
  • According to previous wish - third option in request for help in war from ally: "Let us deal with this problem in another way"
    Interface improvements
  • Two-sided commands - you can select a ship and send it somewhere, but you must be able to select this "somewhere" and send a ship to it. So, player can click unoccupied planet and choose an option from drop-down menu - Send colony ship here (or build and send), Build base at <planet>, etc - and then select from menu which ship must be sent (table that can be sorted by distance, task, etc)
  • Build/upgrade progress indicator for bases and ships
  • Upgrade management from Ships screen (and ability to upgrade whole fleet/selected ships)

</Important>

Some ideas intersects with ideas said earlier, but it's just confirms importance of them.

(in reply to laserlasse)
Post #: 138
RE: Master Wishlist Thread - 4/1/2010 7:37:10 PM   
Xenoform21

 

Posts: 36
Joined: 1/14/2010
Status: offline

quote:

ORIGINAL: Litjan

- Ships need to ALWAYS fight back if attacked (even if not on auto), I have them had just sitting there, taking the shots without doing anything.

- Fleet AI needs some work. Make them not disband after a manual mission. Make them share fuel. Make them jump to target, so that they arrive more or less at the same time, not peacemeal for the enemy defense to kill them one by one. They will also engage targets at the maximum range fuel-wise, so after jumping to target they are pretty much out of fuel.

More stuff soon, gotta play again!





MUST. Especially for the auto retaliate. I've lost far too many escorts or frigates because they just sit around with their thumbs up their asses while another ship just eats away at their shields.

For fleets i feel that the options given by Sarissofoi quoted by Wade at the top are a logical way of approching the problem of fleets. The only thing i feel would be nice to add on to that would be an ETA timer given in game days for a ship. This ETA would also show up on the ship card beside its mission.

(in reply to Litjan)
Post #: 139
RE: Master Wishlist Thread - 4/1/2010 7:47:39 PM   
Okim


Posts: 209
Joined: 1/29/2010
From: Russian Federation
Status: offline
If it is possible can you please make both construction lists (right-click and via construction manager) to show obsolete designs darker than new ones. And if it would be possible - make it generation-dependant. In my games i often end up with a large list of designs for one class - i just cannot refit all ships in my game and thus there are tons of ancient designs still present in my game.

An option like 'never show in construction list' would also be a good solution to this.

P.S.: sorry of this was already suggested. I was too lazy to read all pages of this thread...

< Message edited by Okim -- 4/1/2010 7:48:27 PM >

(in reply to Xenoform21)
Post #: 140
RE: Master Wishlist Thread - 4/1/2010 8:02:33 PM   
VarekRaith


Posts: 138
Joined: 2/21/2010
From: Manassas, Virginia
Status: offline

quote:

ORIGINAL: lancer

Goodaye,

Stockpiling Resources at a Starport


The AI reserves a set amount of resources at every starport - as far as I can tell - depending on the size of the starport. It allows the surplus to be freighted here and there by the civilians.

There are times when I'd like to be able to stockpile certain resources at a particular port. For instance it would be handy if I could stockpile strategic resources at a major construction port to gear up for a war effort. Other times it's for establishing a major refuelling depot or even to better consolidate sparse luxury resources in a particular part of my empire.

As the game features a pretty good logistics model it would be helpful to be able to build up stockpiles of strategic / fuel / luxury resources if required by the demands of your particular situation.

Something like three little buttons at a starport that you could push to request a higher than normal reserved level for either strategic / fuel / luxury resources to be retained at that location and to be off-limits to civilian frieght forwarding.

Cheers,
Lancer


Seconded.

(in reply to lancer)
Post #: 141
RE: Master Wishlist Thread - 4/1/2010 11:52:42 PM   
Igard


Posts: 2282
Joined: 3/29/2010
From: Scotland
Status: offline
Apologies if someone already suggested this...

In order to reduce fuel consumption, why not significantly reduce the amount of fuel consumed by ships patrolling a planet? The ship would be in orbit, using its own momentum.



< Message edited by Igard -- 4/1/2010 11:53:19 PM >

(in reply to VarekRaith)
Post #: 142
RE: Master Wishlist Thread - 4/1/2010 11:55:54 PM   
HsojVvad

 

Posts: 1036
Joined: 3/24/2010
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quote:

ORIGINAL: Igard

Apologies if someone already suggested this...

In order to reduce fuel consumption, why not significantly reduce the amount of fuel consumed by ships patrolling a planet? The ship would be in orbit, using its own momentum.



I would say, if an order is given to a ship to orbit or protect a planet or space station that no fuel is consumed at all.

(in reply to Igard)
Post #: 143
RE: Master Wishlist Thread - 4/2/2010 12:07:36 AM   
impact


Posts: 88
Joined: 2/18/2010
From: Germany
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hm, don't think i've seen those yet, so: BEAM weapons :)

(in reply to HsojVvad)
Post #: 144
RE: Master Wishlist Thread - 4/2/2010 12:17:40 AM   
VarekRaith


Posts: 138
Joined: 2/21/2010
From: Manassas, Virginia
Status: offline

quote:

ORIGINAL: Davor


quote:

ORIGINAL: Igard

Apologies if someone already suggested this...

In order to reduce fuel consumption, why not significantly reduce the amount of fuel consumed by ships patrolling a planet? The ship would be in orbit, using its own momentum.



I would say, if an order is given to a ship to orbit or protect a planet or space station that no fuel is consumed at all.


Fuel is consumed by the reactor, which is used to power the ship's essential systems.

(in reply to HsojVvad)
Post #: 145
RE: Master Wishlist Thread - 4/2/2010 1:51:54 AM   
Igard


Posts: 2282
Joined: 3/29/2010
From: Scotland
Status: offline
Beam weapons are essential for babylon 5 and Star Trek mods.

< Message edited by Igard -- 4/2/2010 1:53:37 AM >

(in reply to VarekRaith)
Post #: 146
RE: Master Wishlist Thread - 4/2/2010 5:00:36 AM   
ductape

 

Posts: 36
Joined: 3/29/2010
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sorry if any of these have been mentioned.

  • I would like to be able to name my saved games. The current naming convention is just confusing, is that the game date in the save name? How about the real date, something i might actually remember.
  • Smaller spaceship graphics. when i send my fleet to refuel it just looks cluttered and weird.

(in reply to Igard)
Post #: 147
RE: Master Wishlist Thread - 4/2/2010 5:35:47 AM   
putzinator

 

Posts: 15
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you can already name your saved game just use "save as"

(in reply to ductape)
Post #: 148
RE: Master Wishlist Thread - 4/2/2010 8:22:28 AM   
PDiFolco

 

Posts: 1200
Joined: 10/11/2004
Status: offline
Noone requested Fleet Formations yet ? I miss that, it would add at least some tactical interest!

(in reply to putzinator)
Post #: 149
RE: Master Wishlist Thread - 4/2/2010 8:48:11 AM   
Okim


Posts: 209
Joined: 1/29/2010
From: Russian Federation
Status: offline
I`d like an option to refuse enemy colonies joining my empire. I hate being forced to accept them into my xenophobic empires!

The same goes for migration. I would like to close borders for migration while keeping trade intact. Currently i am forced to use trade sanctions in order to prevent my pure worlds being defiled by other races migrants.



(in reply to PDiFolco)
Post #: 150
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