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RE: Master Wishlist Thread - 4/22/2010 2:51:50 AM   
taltamir

 

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rename ship design button that renames an existing design directly from the design screen (not the edit screen) even if there are currently ships of it in circulation (especially if there are currently ships of it in circulation that is).
currently it requires editing a design.

< Message edited by taltamir -- 4/22/2010 8:42:29 AM >


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Post #: 451
RE: Master Wishlist Thread - 4/22/2010 5:49:59 AM   
Sigh

 

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When filtering by ship type in the ships and bases screen it would be of great help if the last filter position was saved.

Also when selecting to build something you can not reverse it without losing 50% of the cost. It is very easy to mis-click though (or just change ones mind).  Maybe allow you to undo the build command before the object actually enters the building docks? Or at least until one leaves the screen


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Post #: 452
RE: Master Wishlist Thread - 4/22/2010 7:53:18 AM   
Col Zin

 

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not sure if this was posted elsewhere (didn't notice it in the OP), but is it possible to save templates for customized ships and structures before startup?

each new game finds me spending a huge a chunk of time tweaking explorers, mines, star bases, etc. deleting the default designs so the AI doesn't pump them out. So, is it possible (or maybe in the future) to have a "profile" system that we can load for each new game that has all of these custom designs set as default designs as soon as a new game starts?

That would be very useful...and sorry if this is already there somewhere and I'm just too obtuse to figure it out. :D

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Post #: 453
RE: Master Wishlist Thread - 4/22/2010 8:54:27 AM   
taltamir

 

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the ability to auto design a specific ship role...
eg, select "new design", select a role (say, constructor), and click autodesign to autodesign this one and only ship...
as it stands your option are either full auto, or manually doing every little thing (and there are so many identical components on bigger designs)...

also, we need to have a numerical display... if my ship has 40 armor it should have ONE line for armor with the number 40 next to it. not display 40 seperate lines for armor. likewise for any other component.

Very very few components you (or the AI) only uses one of.

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Post #: 454
RE: Master Wishlist Thread - 4/22/2010 12:38:30 PM   
Okim


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We need a priority list of objects for automated escort/patrol missions, probably with the maximum/minimum number of assigned ships per object. It seems that currently these ships randomly pick their assignments regardless of importance of objects. For example i sometimes see 2-3 ships patrolling  one of the numerous steel mines and no one bothering to patrol a distant and more valuable resort station or research platform.

The highest priority should be escorting colonisers and constructors or even better - waiting at their destinations to ensure that there wont be pirate ambushes or a monsters wont lurk near the site waiting for a juicy unprotected slow-moving breakfast. There is some kind of a 'wait' mission when colonising an indie planet, so this may be already present.

Next in the list should go resort and research stations. Next - gas mines as these are more valuable that ordinary mines.

It would also be great if ships would pick freighters/miners to escort by value of their cargo. Once again i saw multiple times how escorts were following small freighters with some abundant resource that is not even in demand while ignoring other ships with more valuable cargo that is in high demand. Extremely rare luxury resources should be a high priority for escorts because they are rare, they cost much, they are badly-needed and provide a huge bonus for development.

EDITED: it would also be great if we could manually assign patrol priorities for different objects, both when right-clicking on it and in ships/bases screen. Making such thing for ships might be a bit useless as private ships pick their missions by themselves...

< Message edited by Okim -- 4/22/2010 12:43:11 PM >

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Post #: 455
RE: Master Wishlist Thread - 4/22/2010 12:52:56 PM   
Joram

 

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quote:

ORIGINAL: Okim
...
It would also be great if ships would pick freighters/miners to escort by value of their cargo. Once again i saw multiple times how escorts were following small freighters with some abundant resource that is not even in demand while ignoring other ships with more valuable cargo that is in high demand. Extremely rare luxury resources should be a high priority for escorts because they are rare, they cost much, they are badly-needed and provide a huge bonus for development.



That alone is an excellent idea!

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Post #: 456
RE: Master Wishlist Thread - 4/22/2010 1:25:25 PM   
deanco2

 

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I thought I had posted this in tech support, but I didn't, so I'm reposting here:

Some users are experiencing usability problems with the interface, saying that the text size is too small.  I would agree with this assessment.  Since there is no in-game resolution setting, it is very cumbersome to change the default resolution.

There appears to be an antialiasing artifact that makes the 'joins' (like H, there would be 2 joins there) in letters thinner, making the text hard to read.

Suggestions:

Make the text ever so slightly bigger.  I would settle for less game screen real estate if I could read the text while sitting back in my chair.

Change the scrolling text color (all text color in the main screen, for that matter) to white, instead of off-white.  It goes to white when saving the game so I know it's possible.

Get rid of the picture of the ship behind the text in the lower left hand corner.  It adds nothing, and makes the text harder to read because the text background is not a solid color.

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Post #: 457
RE: Master Wishlist Thread - 4/22/2010 2:07:36 PM   
SiempreCiego

 

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pirates. if i create a game with all empires just starting off, and pirate set to max, then at the beginning of the game there should be no pirates, but from then on they spawn at a higher rate in systems not being policed.

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Post #: 458
RE: Master Wishlist Thread - 4/22/2010 2:11:04 PM   
SiempreCiego

 

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when a colonisation ship is built, 15m citizens should be removed from the planet population. At the moment if I get a new species in my empire, human for example, the planet might only have a populaiton of 50m, yet i can colonise every continental planet nearby and each start with a pop of 15m.

Makes it too easy to spam colonies.

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Post #: 459
RE: Master Wishlist Thread - 4/22/2010 4:27:42 PM   
SiempreCiego

 

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maybe if you invade a large empires capital, and its general empire wide happiness is low enough, large chunks of the empire (outlying colonies, etc...) should become independent.

Preferably this should be determined by the type of gov. you have. Feudalism/monarchy/dictatorship should be the most suseptible to this. Wherears reublic/democracy/hive hsould be the least.

Same if you instill revolutions. outlying colonies go independent.

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Post #: 460
RE: Master Wishlist Thread - 4/22/2010 5:48:01 PM   
BigWolfChris


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quote:

ORIGINAL: taltamir

batch delete of ship deigns.

batch select planet for colonization from empire planner.

setting colonization targets should not queue up extra colonizers at planets. It should go to a "master queue" that will queue it when a suitable planet has a free spot for building one.

cancel colonization command from within expansion planner.


+1 on all of the above, especially number #3
With that, the "suitable planet" needs to be tweaked for better selection as well, as brand new colonies aren't truly suitable to build colony ships IMO

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Post #: 461
RE: Master Wishlist Thread - 4/22/2010 9:13:49 PM   
Munchies

 

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Not sure if this has been mentioned before or not... have not read through ALL the pages hehe

How about the ability, at the start of the game when you select the opponents you play against, to be able select the special governments of the different empires.

For example, I can not select to play against an insectoid race with the Hive Mind special government. Can only select the basic types of governments. If they have the special types of governments as perks, they should be able to play as that gov. No matter if they are comp. AI :P

Yes?

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Post #: 462
RE: Master Wishlist Thread - 4/22/2010 11:34:43 PM   
taltamir

 

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quote:

ORIGINAL: BigWolf

quote:

ORIGINAL: taltamir

batch delete of ship deigns.

batch select planet for colonization from empire planner.

setting colonization targets should not queue up extra colonizers at planets. It should go to a "master queue" that will queue it when a suitable planet has a free spot for building one.

cancel colonization command from within expansion planner.


+1 on all of the above, especially number #3
With that, the "suitable planet" needs to be tweaked for better selection as well, as brand new colonies aren't truly suitable to build colony ships IMO


Agreed, estimate their their time to build based one their current production rate. A fully built colony is 400+, a newly built is 40... a fully built colony can build 10 in the time it takes a newly founded colony to build one...
this is especially a problem if PIRATES are set to max... because they are everywhere with huge and powerful ships... this means they will blow up your unfinished colonizers unless they are built in a planet with a spaceport.

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Post #: 463
RE: Master Wishlist Thread - 4/23/2010 12:18:39 AM   
taltamir

 

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quote:

ORIGINAL: Okim

We need a priority list of objects for automated escort/patrol missions, probably with the maximum/minimum number of assigned ships per object. It seems that currently these ships randomly pick their assignments regardless of importance of objects. For example i sometimes see 2-3 ships patrolling  one of the numerous steel mines and no one bothering to patrol a distant and more valuable resort station or research platform.

The highest priority should be escorting colonisers and constructors or even better - waiting at their destinations to ensure that there wont be pirate ambushes or a monsters wont lurk near the site waiting for a juicy unprotected slow-moving breakfast. There is some kind of a 'wait' mission when colonising an indie planet, so this may be already present.


I disagree, that should be the lowest priory... escort means the ship isn't being used...
the highest priority should be to KILL threats...
Blow up pirate bases, kill space monsters, etc...
if there are no known threats, then and only then should the protect such ships.

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Post #: 464
RE: Master Wishlist Thread - 4/23/2010 1:15:05 PM   
sbach2o

 

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Pirates copying other empires' ship models is an emergent exploitable game design.

I've now seen player advice encouraging others to just redesign the capital ship model to something usable at game start and stick to capital ships for the warship fleet, leaving basic designs of the 'smaller' ship classes to be copied by pirates.

This is a strong argument in favor of discontinuing this game feature. Pirates probably should develop their own lines of ship designs.

< Message edited by sbach2o -- 4/23/2010 2:45:59 PM >

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Post #: 465
RE: Master Wishlist Thread - 4/23/2010 2:05:18 PM   
SiempreCiego

 

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kind of mentioned before but Calamities! plagues that can cause large population loss. and if you don't isolate/cordon offthe worlds private ships can spread the plague to other worlds.



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Post #: 466
RE: Master Wishlist Thread - 4/23/2010 2:08:12 PM   
SiempreCiego

 

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Individual worlds/merchant guilds should be able to make demands on you. Proptecting planets/ trade routes, etc... 

< Message edited by SiempreCiego -- 4/23/2010 2:20:36 PM >

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Post #: 467
RE: Master Wishlist Thread - 4/23/2010 4:40:22 PM   
Fishman

 

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quote:

ORIGINAL: taltamir

Agreed, estimate their their time to build based one their current production rate. A fully built colony is 400+, a newly built is 40... a fully built colony can build 10 in the time it takes a newly founded colony to build one...
this is especially a problem if PIRATES are set to max... because they are everywhere with huge and powerful ships... this means they will blow up your unfinished colonizers unless they are built in a planet with a spaceport.
You'd think the algorithm for finding the best build site would be pretty simple for a computer: Min of (Time To Finish Current Queue + Time To Build Colony Ship + ETA Of Colony Ship When Built). All of these values are knowns and can be computed by simple arithmetic, so it should be really simple to do this. I have no idea why it doesn't already.

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Post #: 468
RE: Master Wishlist Thread - 4/23/2010 9:55:59 PM   
taltamir

 

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troop carries should aggressively load up on troops using the same level of aggressiveness ships now show for loading up on fuel...

that is, any order given to them, even manually, should be suspended while they go load up on troops.

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Post #: 469
RE: Master Wishlist Thread - 4/23/2010 10:11:42 PM   
taltamir

 

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the default install directory is currently "C:\Matrix Games\Distant Worlds"
It should be "C:\Games\Distant Worlds" or at least "C:\Games\Matrix\Distant Worlds"

I have only seen one game thus far (forgot its name) that installed to C:\Games\name by default... yet almost everyone I know manually changes it to be that way...

Kudos on not installing into program files. A game does not belong there, besides, it causes permissions issues for people in user mode.

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Post #: 470
RE: Master Wishlist Thread - 4/24/2010 1:03:55 AM   
taltamir

 

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an option for merchants to automatically design completely unarmed.
1 gun is not enough, so i might aswell save my private sector the cost of building AND maintaining that.

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Post #: 471
RE: Master Wishlist Thread - 4/24/2010 2:02:04 AM   
taltamir

 

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two SEPARATE design screens.
A state design screen where you design your state controlled ships and bases. (can be automated or done manuallY)

A PRIVATE design screen where you may view private ship designs, however you do not have control over it, the AI designs all private ships.

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Post #: 472
RE: Master Wishlist Thread - 4/24/2010 3:59:34 AM   
Fishman

 

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quote:

ORIGINAL: taltamir

1 gun is not enough, so i might aswell save my private sector the cost of building AND maintaining that.
Yes, the one gun thing is basically totally worthless because it doesn't scale to the actual things attacking you, unless you're mounting something like a Devastator Pulse. There is absolutely no attacker in the game that has only one weapon. I would rather just stick to the system of being armed to the teeth and hated by all. Let them hate, so long as they fear.

As an alternative, consider changing it so that things armed over the limit are restricted to home space. I don't really want them traipsing off to the other side of the galaxy anyway, when there are resources right HERE.

< Message edited by Fishman -- 4/24/2010 4:02:00 AM >

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Post #: 473
RE: Master Wishlist Thread - 4/24/2010 5:04:36 AM   
skulldownz

 

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Pop up a menu when click on the selected objects list below in order to form a global task assigned automatically.

1. Enemy units / planet / galaxy / group / fleet.
2. Abandoning ship (including those of the repairs).
3. None selected object / Click a blank area.
4. Planet types are mining, tourism, scientific research.



< Message edited by skulldownz -- 4/24/2010 5:21:29 AM >

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Post #: 474
RE: Master Wishlist Thread - 4/24/2010 7:24:26 AM   
taltamir

 

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quote:

ORIGINAL: skulldownz

Pop up a menu when click on the selected objects list below in order to form a global task assigned automatically.


1. Enemy units / planet / galaxy / group / fleet.
I am not sure what you are asking here.
But you can right click, or even ctrl+right click (forces a menu on targets who would otherwise do a default action)

quote:

2. Abandoning ship (including those of the repairs).

Already available, "retire>Retire Immediately"

quote:

3. None selected object / Click a blank area.
4. Planet types are mining, tourism, scientific research.

Again, no clue what you are trying to say

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Post #: 475
RE: Master Wishlist Thread - 4/24/2010 8:29:51 AM   
skulldownz

 

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If you selected a Enemy Unit and Right click on it
Then the pop-up-menu for Enemy unit:">Attack"
will automatic arrange your fleets opportune to attack enemy
I think a group of Enemy Unit can be selected will do more effect..

If you selected a Gas-Plants
Then the pop-up-menu for this Plant:">Build >Gas Mining Station"
will automation stack a task to gobal task,and arrange a worker to do later.
(tourism /scientific place..and so on)

If you no selected any thing,Right click.
The the pop-up-menu will show:
">Build> Immediately/later..." Build somthing..
">CautionLevel >Red/Yellow/Green ..." Gobal force caution,let the Fleets run more or less guard & patrol
...

If you selected a damaged Abandoning ship , you will need
">repair" arrange a Worker repair it later..(no need you Find a Worker to repair it)
I think a group of these ships can be selected will do more effect..

another..
I think a construct,colony,explore Ship can join a Fleet.. .It will work on a Fleet expedition AI:automatic like a Indepent world.

Supply Ship AI/command should do more like Strategic base in a fleet..

< Message edited by skulldownz -- 4/24/2010 9:11:29 AM >

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Post #: 476
RE: Master Wishlist Thread - 4/24/2010 10:35:27 AM   
taltamir

 

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ok i get it now...
yea, that would be useful... kinda like how you can right click a planet and select "build a colony ship and send it here to colonize"...

so you could do something similar for sending a constructor to build mines, etc...

good ideas.

_____________________________

I do not have a superman complex; for I am God, not Superman.

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Post #: 477
RE: Master Wishlist Thread - 4/24/2010 2:25:37 PM   
DiggyDad

 

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This is probably a pretty trivial thing but I have a really hard time remembering where all of the moons are.  Moon QF2817 is not a very descriptive name when one has a couple hundred to try to remember.  Maybe just putting the planet its orbiting in the box would help me. Ex. Moon QF2817, Keppha 3

I would like to be able to give a ship or fleet orders without having to close the ship or fleet windows. Seems like I have to do alot of cycling back and forth.

< Message edited by DiggyDad -- 4/24/2010 2:29:00 PM >

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Post #: 478
RE: Master Wishlist Thread - 4/24/2010 6:59:43 PM   
Astorax

 

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That has been mentioned before, Diggydad, but still well worth mentioning again!

/seconded

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Post #: 479
RE: Master Wishlist Thread - 4/24/2010 8:08:52 PM   
ookeek

 

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Here's a minor but irritating (and simple to fix!) issue:  How about having an "open lock" icon showing on the lock-view button when the view is unlocked, and the "lock" icon showing for when the view is locked?  I'm frequently forgetting whether the view is locked or unlocked, and being to tell at a glance rather than finding out when I try to pan the view would decrease my overall irritability by .26%. 

(in reply to Astorax)
Post #: 480
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