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RE: Master Wishlist Thread - 4/5/2010 4:34:16 PM   
Engerya

 

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all of these post are great but i would like to beable to order resources from the private sector so when i order ships or stations my construction ships get all the resources they need delivered to them(they have docking bays by default and strangely enough i seen this happen in game once).

also i think this is a bug if i have 2 types of ships but they are different the ai even if the design ships thing is off makes one obselete which is irratating.

i would love to see a separate construction yard for State and Private ships i am a fan of letting the private sector have the shipyards at the space ports but i can turn some of my planets into shipyard planets meaning they only build and repair military ships.

I would like the limits on star bases removed its silly to limit them since most people will want the most powerful station guarding a sector also if i design a station to include trade components it only ca use them if its a space port design which is annoying if i give a station a trade module it should be considered for trade even though its not a Space port.

Stations don't need fuel except to store for ships.

i want a screen that gives detailed info of my private sector purchases from the State and how much i make each year from it.

also i think someone should make it so every one in a while some military ships go rouge and turn to pirating.

i also think black holes should have a minimal range that you can approach before your ships are sucked into them.

also i think the capital planet should get an auto scenery bonus if your the strongest empire

i also would like to see democracies vote for war and trade and other random stuff that helps or sometimes harm your empire like if another empire is at war with your friends you can harm your self by imposing trade sanctions but the congress would vote on it (like in galactic civ 2) and also we need more types of government like Therocarcy, Federation, Oligarchy, or Plutocracy (google them for more detailes on how they work.

i would also like to see sector capitals planets that give boost to research and trade due to a local government aswell as the federal government(like in MOO3 the system capitals helped reduce unrest and collect taxes from that system)
i would much rather have a national tax system with limitations like your are exempt from paying taxes if the planet is 1 newly aquired, 2 low GDP, 3 low population, or 4 high unrest

i would also like to see what armed forces do to lower unrest. and on that note if a planet wants to seceed from your empire they have to fight your ground forces first depending on the type of government (federations and Democracies planet are members states so they can leave if they feel they are unhappy)

we should be able to blockade our own planets if they are at risk of leaving the empire

these are just a few thoughts i have after i play DW for a while longer i can generate more ideas also plese excuse any spellings errors or grammer errors i was rushing for no reason

(in reply to 4xfan)
Post #: 211
RE: Master Wishlist Thread - 4/5/2010 5:21:22 PM   
frugaldude

 

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Sorry if this has been mentioned before.  

I would like to see the game start up included with the game save.
If I load a game I would like to be able to quit that game and have the settings to that game when I start a new game.

(in reply to Engerya)
Post #: 212
RE: Master Wishlist Thread - 4/5/2010 6:11:30 PM   
HsojVvad

 

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Oh I love that idea Engerya. I love if you want a certian resource, you can buy it from the Private Sector. Of course at a price increase but that would be a nice option. You want cheaper product then mine them yourself. Since they are being sold Galaxy wide, you should be able to order it then.

I also like the idea of having a detailed economy report. Even though we don't control it, it will make it look nicer, or I mean look like we are running an empire with the economy mini game. Maybe this screen could let us know, that we can make more money if we mine a certian resource.

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Post #: 213
RE: Master Wishlist Thread - 4/5/2010 9:32:32 PM   
sarjen

 

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I myself want to see some ideas posted here. I added the most important ones (for me) from the original posts.

Most important: right clicking on a moon/planet/object should work as to dispatch an unselected ship there to do a task, i.e. right click on a planet and options pop up: explore with ship 123, build a mining outpost with ship 456, colonize with ship 789 ....

Better fonts for resolutions like 1680x1050 and 1920x1200

Option to give a refit command for whole fleets

After you make a design and click save,the "only show latest design" option shouldn't default back to being on.

Better and true colors for neutral and hostile ships.

AI management in options should include "Build Bases and Mines" (Manually, Suggest, Auto)


quote:
ORIGINAL: Hyfrydle

I would love to see a over all "War Room" for you to be able to give orders, assign objectives, etc to pool of ships. Instead of the AI just doing whatever it wants with automated ships.
For example, have different organizations that you could name. Each organization would have different responsibilities and objectives. One would be the internal patrol group, one the boarder patrol, etc.
Internal patrol would escort and protect ships inside the empire.
The boarder patrol would take care of defending the fringes.
Then have another organization that handles the assaults on other empire\pirate bases.

\quote

Experience for ships that took part in a battle so they can hit harder, fly faster, need less fuel, have more shields .. and so on....

quote: 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. /quote


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Post #: 214
RE: Master Wishlist Thread - 4/5/2010 10:04:53 PM   
Geroj

 

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Sorry if it was somewhere but I didn’t find any thread with my suggestion of hulls

Ships/bases are little bit all without hulls. I mean that every component has its own material list for production but tiding up that components together need some extra hull. That hull will just add extra resource requirement to ship/base design. Engine thrust and overall ship speed is based on ship size so I skipped relation hull vs. speed. I checked how common or rare metals (silicon is exception) are in game and based on that I created a base list of materials for hull. Amount of material will be multiplied according to ship/base size. In my equation I used exponential function for limitations of creating super oversized and overpowered designs.

((“final size of ship/base”) x 0,02)^2

1 CHRO
1 GOLD
2 SILI
3 IRID
5 LEAD
7 ACUL
10STEE

escort size 106: extra 5 CHRO, 5 GOLD, 9 SILI, 14 IRID, 23 LEAD, 32 ACUL, 45 STEE
destroyer size 318: extra 41 CHRO, 41 GOLD, 81 SILI, 122 IRID, 203 LEAD, 284 ACUL, 405 STEE
starbase size 954: extra 365 CHRO, 365 GOLD, 729 SILI, 1093 IRID, 1821 LEAD, 2549 ACUL, 3641 STEE


size 318 destroyer need cca 8 x extra mats for hull compared to size 106 escort and is just 3 x bigger
and for comparison of that starbase do the math for yourself :)

It’s just suggestion how to make bigger things more expensive with the addition to mine more metals (in my games I was never in need of mining on any asteroid and that are disappointment). Feel free to alter resource list or equation. And one more thing to make bigger thing still attractive with this just make sure that maintenance will be not affected with this hull materials. It will cause that bigger things will have very big initial cost but in long term they will spare money.

(in reply to HsojVvad)
Post #: 215
RE: Master Wishlist Thread - 4/5/2010 10:38:46 PM   
Interesting

 

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I would like to be able to add weapons to private ships so they can moderatelly protect themselfs without other civilizations thinking they are "MILITARY" and thus giving me that annoying message "Remove your Military of our system now!", this ends up reducing my reputation with them to a point where a war eventually starts.

Fix it, so only Military ships are considered "Military".

(in reply to Engerya)
Post #: 216
RE: Master Wishlist Thread - 4/5/2010 10:49:46 PM   
BigWolfChris


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quote:

ORIGINAL: Interesting

I would like to be able to add weapons to private ships so they can moderatelly protect themselfs without other civilizations thinking they are "MILITARY" and thus giving me that annoying message "Remove your Military of our system now!", this ends up reducing my reputation with them to a point where a war eventually starts.

Fix it, so only Military ships are considered "Military".



But, this can be exploited on a major scale

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Post #: 217
RE: Master Wishlist Thread - 4/6/2010 1:14:56 AM   
Malevolence


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quote:

ORIGINAL: BigWolf


quote:

ORIGINAL: Interesting

I would like to be able to add weapons to private ships so they can moderatelly protect themselfs without other civilizations thinking they are "MILITARY" and thus giving me that annoying message "Remove your Military of our system now!", this ends up reducing my reputation with them to a point where a war eventually starts.

Fix it, so only Military ships are considered "Military".



But, this can be exploited on a major scale


Exploited against who? myself?

(in reply to BigWolfChris)
Post #: 218
RE: Master Wishlist Thread - 4/6/2010 5:11:35 AM   
Engerya

 

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After playing a few more hours i think we really need a way to suppress other empire messages and if neccessary if we have a good rep with them we can say yes to all trade options and gifts and no to military treaties and war request(i.e attack this person or give me this colony or else) this could be an option in the options menu.

also i would love if freighters auto grouped into convoys if they are going towards the same system and that would allow for easier esscort control(i.e. a group of 15 freighters headed for Space port 114 from space port 235 require at least 3 esscorts to assist in their route. you have 157 esscorts 77 are currently on patrol, 42 are esscorting other convoys 38 are available to assign to this convoy) you get the rest but i'll admit that if this is possible it should be left to ai with the option of player intervention.

i would like to be able to do something as to have freighters and military ships avoid areas i don't want them to go to like a special highlighter that prevents the ai from going to those areas except explore ships or direct orders from the player.

i know this has been said before but some kinda unlimited fuel option or a component that does 2 things auto generate fuel from sun light or solar radiation or some kinda fuel source (like antimatter) offers years of travel w/o refueling i suggest changing it so fuel is spent in distance traveled since its a galaxy i think we need to be able to see distance for example leaving system A headed for system B a total distance of 12.4ly and hyperdrives need to to have a ly/day display.

(in reply to Malevolence)
Post #: 219
RE: Master Wishlist Thread - 4/6/2010 5:48:30 AM   
Magpius


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may have been mentioned...
movable on screen dialog boxes.


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Post #: 220
RE: Master Wishlist Thread - 4/6/2010 7:08:31 AM   
Malevolence


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Perhaps some comas in numbers in the hundreds of thousands and larger please. This is particuarly useful for the treasury indicator in the top right of the screen.

Example#1: 125,000 (or 125.000 for the euros).

Example #2: 89,032,800

Also, I think "time to completion" is a better unit of measurement than "% done" or the raw numbers. This comes most into play in research and construction areas, but also in terms of arrival time at destination for ships/fleet---something I have yet to find indicated.




(in reply to Okim)
Post #: 221
RE: Master Wishlist Thread - 4/6/2010 7:26:40 AM   
HsojVvad

 

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quote:

ORIGINAL: Malevolence

Perhaps some comas in numbers in the hundreds of thousands and larger please. This is particuarly useful for the treasury indicator in the top right of the screen.

Example#1: 125,000 (or 125.000 for the euros).

Example #2: 89,032,800

Also, I think "time to completion" is a better unit of measurement than "% done" or the raw numbers. This comes most into play in research and construction areas, but also in terms of arrival time at destination for ships/fleet---something I have yet to find indicated.







Commas have gone away for the longest time. Unless you use the imperial system, commas are not used in numbers. I am asuming things are done in metric that don't use commas. I think it's about time the US and Britian get with the world and start to use metric Only kidding about the US/Britian part, just in case it didn't come out as a joke.

I agree with the % done though.

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Post #: 222
RE: Master Wishlist Thread - 4/6/2010 7:35:10 AM   
jam3

 

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Carriers, fighters, and bombers.

http://www.matrixgames.com/forums/tm.asp?m=2428757

That simple really. I know all the ww2 fanatics want em as well as all the old wing commander pilots who remember their days on the TMS Victory.


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Post #: 223
RE: Master Wishlist Thread - 4/6/2010 2:01:25 PM   
BigWolfChris


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@Davor, "number separators" are actually quite common
Of course, they aren't always commas, sometimes that are spaces instead
I've even seen the prime ( ' ) used in some cultures, though I believe this too be quite rare

Still, I feel it would make larger numbers easier to read, therefore I would back such a change

I would also support being able to see ETA of research and construction


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Post #: 224
RE: Master Wishlist Thread - 4/6/2010 3:35:36 PM   
deanco2

 

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I noticed something while saving a game, the scrolling text suddenly became brighter and easier to read, which gave me an idea, color coding the messages.  Red for attacks, green for ship or construction built, yellow for ship damaged, blue for diplomatic, white for mission complete, gray for boring stuff, etc etc.

Oh, and please make the text there just a tad bigger, and we would have a winner on our hands.

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Post #: 225
RE: Master Wishlist Thread - 4/6/2010 4:47:02 PM   
Engerya

 

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i wonder how distant worlds 2 is gona be like maybe this game but all 3d gfx

but the text thing but really be on a case by case basis cause my pc has no problems with small text maybe you guys should just lower your res. some i play at 1440 x 900 and i can see every thing just fine

also i think planets need alittle bit more work in general like small bonuses that help keep the population happy and increase trade and taxe income also i love the civil war thing its awsome and makes the game that much more fun except when it happened to me. but i have one issue with it when they left my empire they took my capital with them which is just nuts since capital planets usually don't leave the empire they control for rebels i dont know if that was a glitch or bug but i think it needs to be addressed soon.

1. i wish they could be different levels of civil unrest starting with no taxes, damage to State property, State ships going rouge as rebels and finally 2-3 systems breaks from the empire and starts causing havok(raids, hijacking freighters, stealing money)things like that.

2. i wish i could control the size of a ship even if it has alot of components.

3. i wish engines were more balanced towards speed or fuel consumption or some other kinda ratio that just isnt based on how big a ship is.

(in reply to deanco2)
Post #: 226
RE: Master Wishlist Thread - 4/6/2010 6:44:15 PM   
SicTyrannis

 

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Wish list

War weariness - would like this to be more intelligent. Some minor 2 colony empire DOWs my 80 colony empire should have an altogether different effect that a major war with a comparable empire that results in the loss of large numbers of ships and colony worlds. War weariness in real life is a combination of cultural factors, casualties, and expenses (and cultural factors are often affected by birth rates / population growth rates...cultures with exploding populations typically are less concerned about wars than contemporary Western democracies with very low birth rates). I should be able to have a war that lasts a couple of years without having all my low-population worlds with 0% taxes rebelling, especially if I was attacked first (casus belli), and the other side is the side sustaining losses, and taxes haven't been dramatically raised. The Americans didn't stop settling west because some Indian tribe declared war on the settlers.

Population growth rates - make it possible to modify it. Specifically, I would like to dramatically tone it down in my games (by an order of magnitude or greater), with less developed planets having higher growth rates than developed planets.

(in reply to Engerya)
Post #: 227
RE: Master Wishlist Thread - 4/6/2010 7:13:01 PM   
HsojVvad

 

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quote:

ORIGINAL: BigWolf

@Davor, "number separators" are actually quite common
Of course, they aren't always commas, sometimes that are spaces instead
I've even seen the prime ( ' ) used in some cultures, though I believe this too be quite rare

Still, I feel it would make larger numbers easier to read, therefore I would back such a change

I would also support being able to see ETA of research and construction


I never ever herd of the prime ('). To me I thought that was a apostraphe. Always nice to learn new things. Thanks

*edit* forgot to mention what else I would like to see. I would like to have a faster speed of 4X. Sometimes I have nothing to do, and even at 4X speed I find it a bit slow, where I would want it a bit faster.

Also I want an option, where even when you get that message that comes from the right side of the screen to pause the game. I would like an option to have it either disappear on it's own or goes away until I click on close on it.

Now is there any way of getting MOOII like combat into Real Time? By that I mean I just loved how we had all these options that were given in MOO II. I like how we can fire all weapons if we wanted to or not. I like how we can launch shuttles to land boarding parties and capture the ship. Or even have landing boarding parties to land on star bases.

Again to make shure we are more involved with planets, again have options to build happiness buildings, culture buildings, money and science buildings. but what about having different troop types? Yes we have infantry, but what about tanks, planes, walkers, or what ever you guys can think of. Make the planetary take overs a bit more fullfilling as well. Again, yes I know I compare to MOO alot, but I believe that is the standard 4X space games should strive for. At least ground combat was simple, but it did seem over time, the infantry was upgraded from researching new technologies.

As much as I am going to kick myself for saying this, but have a rock paper sizzors type of infantry combat. One thing I didn't like about MOO ground units is once you get the better ground unit there is no reason to use the old one or you can't use the old ones. This way you have to have a mixture of say infantry, tanks and walkers. rock paper sizzors. So this way if you only want the strong Walkers, it will beat tanks, but say have a harder time against infantry because they can hide in the buildings and have a harder time deafeating troops. So you either try and balance your troops, or make them more stronger by using walkers, but pay more in maintence costs and good at defence, or have more walkers for attack that is good agains tanks but weaker against infantry becuase they get to hide in the defensive buildings.

For a DW expansion, there has to be more than just new weapons or new techs and new designs. There needs to be a more fleshed out technology mini game, a more fleshed out spy game. I would expect more fleshout out combat as well instead of the point and click and do nothing else. Other wise forget about making an expansion and just work on a sequal then.

< Message edited by Davor -- 4/6/2010 7:37:11 PM >

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Post #: 228
RE: Master Wishlist Thread - 4/6/2010 7:21:59 PM   
BigWolfChris


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Depends on it's use
In most situations, you are indeed correct, but there are hundreds of cultures on the planet, always something different somewhere


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Post #: 229
RE: Master Wishlist Thread - 4/6/2010 7:53:50 PM   
thiosk


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ON FLEET CREATION AND MANAGEMENT:

I would like a way to take ships in production and have them join the designated fleet on completion, then travel to the fleet base. This would eliminate ships deciding to go do their own thing whenever they want, and then me having to track them down and tell them to go to the fleet one by one.

Even ordering ships from a fleet screen, and then build orders are distributed throughout the empire and the ships arrive at the home base, resulting in a popup message.

Fleet Retrofit should work the same way (have not played with it at all)


ON LACKING THE RESOURCES TO COMPLETE A SHIP:

I started a new game, the Zenox or whatever, they had these shields that require dilithium crystals, and all the ships use them. So you order 6 explorers, they rock it up to 96% completion... and then nothing happens, because, of course, you don't have dilithium crystals yet.

There is no indicator anywhere that I can find that you are actually lacking dilithium crystals, it just sits there and clogs your build order, so nothing gets produced.


ON COMMERCIAL VENTURES INVOLVING HOTELS AND RECREATION

Why do I have to build friggin hotels? I'm the god emperor of the imperium. Once my mighty battle fleets clear the despotic scum of the legions of aliens from the planets of the galaxy, why can't my venture capitalists install the hotels in those locations?

To balance automated hotel construction, scenic locations should lose value when heavy militarization\industrialization is at that planet. You can't put three defensive starbases in orbit around a hotel and expect people to pay 7 star prices or buy 300 dollar bottles of ale.

ON PLANESMOS

There needs to be more variation of objects in the galaxy. Finding gas clouds and dilithium crystal asteroids is nice, but where are the pulsars (ok,i guess we have neutron stars), brown dwarfs, and planemos? (http://en.wikipedia.org/wiki/Planemo)

Finding a PLANET out in the middle of nowhere with some ancient technology on the surface would be pretty cool.


ON THE DIVERSITY OF LIFE

It seems, so far, that continental worlds are prime worlds at the beginning, and as you bring other critters into your empire, you can then colonize more places.

Where are the lithovores, or the pure robot species?

Robot races would tend to colonize the barren, airless worlds, while lithovores would feel right at home on a volcanic world.

On Racism

Ok, in space games, i'm a racist. I admit it. I want to exterminate the humans and put them in forced labor camps, not incorporate them into the glorious empire.

Wheres the options for the xenophobes?!! Military indoctrination camps and forced labor to still take advantage of their skills.

< Message edited by thiosk -- 4/6/2010 9:04:46 PM >

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Post #: 230
RE: Master Wishlist Thread - 4/6/2010 10:30:16 PM   
jnpoint


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I would wish:
1. control over tech-tree
2. fleet formations in combat
3. more complex possibilities in colonization (ex. buildings)
4. more random events such as accidents, diseases, natural disasters etc.

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Post #: 231
RE: Master Wishlist Thread - 4/6/2010 11:13:22 PM   
Gerth

 

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1. An intergalactic Senate/Council/Federation ala the United Nations to provide missions and vote on galactic laws.
2. Carriers
3. A mechanized alien race
4.Terraforming
5. Ability to modify ground troops (armor, weapons, logistics). Not advocating a bunch of micromanagement, maybe just three or four tech options to pursue to make ground battles less abstract and give troops more character. I also loved MOO3's invasion options wher you could plug in a general strategy while combat was in progress.
6. Add mechanized ground troops--robots!! for support, ala Dawn of War (so, basically an armor division)

I haven't explored the extent of the tech tree (so apologies if this is already addressed), but enhanced civic (philosophy, education, justice, military theory, etc) techs would add verisimilitude to the galactic empires. That and techs for biological and ai warfare.

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Post #: 232
RE: Master Wishlist Thread - 4/7/2010 1:38:13 AM   
Gerth

 

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Ahhh, I see we already have warbots. My bad.

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Post #: 233
RE: Master Wishlist Thread - 4/7/2010 2:01:14 AM   
taltamir

 

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An "obsolete" button in ship design that allows you to mark a ship obsolete without upgrading, deleting, or copying it.

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Post #: 234
RE: Master Wishlist Thread - 4/7/2010 4:22:15 AM   
taltamir

 

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on windows 7, there is a folder C:\users\<username>\Saved Games\
This is where saved games should go (well actually, under a subdirectory for distant stars obviously).

not in C:\Users\<username>\AppData\Roaming\Code Force Limited\Distant Worlds
as it currently does.

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Post #: 235
RE: Master Wishlist Thread - 4/7/2010 7:58:34 AM   
taltamir

 

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I wish for a "ship cleanup" function that will automatically DELETE any obsolete ship of which there are 0 currently in circulation. Thus, as ships die off or are retrofitted, old designs are deleted outright (Rather then remaining as merely obsolete)

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Post #: 236
RE: Master Wishlist Thread - 4/7/2010 8:24:19 AM   
taltamir

 

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1. ability to filter (hide) colonization targets that are in systems belonging to other empires.
2. differentiate between planets in systems found in another empire, those unlikely to colonize due to racial hatred, and those in the same system as pirates (currently all are red, but if you hover over the population area it will tell you which of those it is... there should be an icon with the flag of the empire, pirate flag, or just some symbol for racial hate).

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Post #: 237
RE: Master Wishlist Thread - 4/7/2010 8:30:59 AM   
taltamir

 

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if you use "upgrade selected" the AI will consider the new ship as being designed by you and will not automatically obsolete it when it designs a better design. it should automatically obsolete it when needed.

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Post #: 238
RE: Master Wishlist Thread - 4/7/2010 8:32:33 AM   
taltamir

 

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when you find a ship and gain control of it, its design should be automatically obsoleted. You will not be able to build it most of the time, and if you could then some of its components are likely outdated for you... the chances of you having the exact level of tech for it to be ideal is practically zero... its just taking up space for it to be non obsoleted; plus it makes things more messy in design window and build window... and likely to confuse the AI as well.

< Message edited by taltamir -- 4/7/2010 9:09:04 AM >


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Post #: 239
RE: Master Wishlist Thread - 4/7/2010 9:18:04 AM   
astote

 

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Hi, first off, great game and i'm really excited to see quick updates.

I will start with the main screen zoomed out

---There needs to be a symbol key ( I haven't found one)

The biggest problem i have is that with very big maps and lots of empires, zooming out on the galaxy map presents too much information, there ought to be a way to filter what you see.
-----toggle on and off Private sector ship symbols. (this would allow you to immediately focus on where the "Action" is at)
-----toggle on and off empire borders. (being able to see colored territory and borders located at mean distance from nearest planets would be a handy tool to gage how widespread the empire is. I realize some players do not like this so i think it ought to be an option. I would personally also like to be able to have those borders restrict movement of ships depending on relations with neighboring empire)
-----toggling that emphasizes systems in different stages of development/planets that might be struggling to grow/happiness
these should be represented by some sort of color gradient/flashing.
-----toggle on and off military ship symbols to be replaced by a qualitative representation of military strength at a system, such as *** is < ***** .


system view and complete zoom view
-----Planets are too small and are easily covered up by ships/bases/ports. It would be better if bases and ports were built around the edges of the planet instead of smack dab on top.
-----system/planet info is displayed too small. use symbols/color gradients/bars to quickly display info about colonies/systems and quantitative/exact details by clicking on those symbols.

Economy---- this part puzzles me the most, i gather that dotted lines are trade routes? but trade happens between systems without dotted lines so what's the point?
----an econ window displaying income and expenditures as well as resources (not broken down into a long list of mining ships/bases) but rather very simple supply and demand stuff. i want to know where i need to build mining bases (a button that takes you to the nearest possible base location of resource x would be good)
---- a game type that makes preying on supply lines necessary (think submarine warfare). so smaller stealthier ships and fleets.

Taxes----
---options to set taxes to optimize growth (min taxes until development reaches x) or optimize happiness, or optimize income (so highest possible without rebellions).

Other Thoughts----------
---more planet types
---more terraform techs
---different races terraform to different specs (Temp / atmosphere / plantlife)
---artificial colonies like dyson spheres (make them rare/ difficult to build, but valuable)
---planetary bonuses given as rewards such as being able to build a "wonder" after a eliminating a large faction which increases income.
---allowing to take/ give loans with AI. to be used as another method to slowly gain influence (ability to recall debt and force them into bankruptcy/chaos/protectorate status)
---ability to lay widespread minefields
---tractor beams/take over enemy ships
---ability to become isolationist (automatically ignore all diplomacy / ability to cease trade with any outside empires)--could give bonus to happiness or income?

but mostly i just want the interface streamlined which is what most people seem to be calling for, so ditto on all that.



(in reply to taltamir)
Post #: 240
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