Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: Master Wishlist Thread

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Distant Worlds 1 Series >> RE: Master Wishlist Thread Page: <<   < prev  33 34 [35] 36 37   next >   >>
Login
Message << Older Topic   Newer Topic >>
RE: Master Wishlist Thread - 1/15/2011 9:41:30 AM   
Shark7


Posts: 7937
Joined: 7/24/2007
From: The Big Nowhere
Status: offline
I'd really like to be able to transfer control of one or more of my ships in a trade to an AI empire. Great way to bolster my allies...

Or...

A trade market similar to that seen in Imperium Galactica II where I can sell my older ships or buy ships designed by the AI.

I think the transfer of actual equipment would be a plus, especially if one wanted to bolster an allies war effort without having to fight the war for them.

_____________________________

Distant Worlds Fan

'When in doubt...attack!'

(in reply to Data)
Post #: 1021
RE: Master Wishlist Thread - 1/16/2011 12:06:07 PM   
Sabin Stargem

 

Posts: 140
Joined: 12/29/2010
Status: offline
It would be neat if individual components would start circulating throughout the galactic market, invariably ending up in the hands of pirates, empires, and private shipping fleets. I also find it rather funny that the pirates get my escort designs straight-up, considering that it would be easier for them to cobble together a bunch of my empire's components. Would my shipyards really sell an entire fleet of vessels to people who are apt to annihilate the shipping lanes?


I would like to be able to form research pacts with other races, including terms for what projects we work on and what is shared as research is conducted.


One of the more annoying things about the game is how an formerly independent world or newly colonized world would switch loyalties. It is understandable if it goes on for a couple of years, but I would like having a space station or facilities queued up to give worlds an happiness bonus that deteriorates. Something like "We are expecting x to improve our lives." It is an problem I commonly run into while playing Civilization or other games with morale systems, since I get a newly acquired world, invest some cash, and things end up in bloodshed since the people couldn't be bothered to wait.

< Message edited by Sabin Stargem -- 1/16/2011 12:20:09 PM >

(in reply to Shark7)
Post #: 1022
RE: Master Wishlist Thread - 1/17/2011 7:47:03 PM   
author


Posts: 24
Joined: 5/10/2010
Status: offline

quote:

ORIGINAL: PDiFolco

Improve the ship design screen... Window is too small, finding information is difficult, ship comparison not possible, ship components not sorted... I really have difficulty with it !


I agree.

Also in the main game screen, we need a "fast way to see the ship confugirations".

may be a new menu item "see ship confg" at the right click menu...

And please update the game as soon as possible, because I cant desing any ship because of that "set invasion tactic" bug. (it's a bug that affect only me, in the hole world.)

(in reply to PDiFolco)
Post #: 1023
RE: Master Wishlist Thread - 1/17/2011 9:58:55 PM   
Data


Posts: 3909
Joined: 1/3/2011
Status: offline
quote:

And please update the game as soon as possible, because I cant desing any ship because of that "set invasion tactic" bug. (it's a bug that affect only me, in the hole world.)


if this is not a retorical question I think you just made sure this bug will be at the bottom of the list

_____________________________

...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....

(in reply to author)
Post #: 1024
RE: Master Wishlist Thread - 1/19/2011 1:27:12 PM   
solops

 

Posts: 814
Joined: 1/31/2002
From: Central Texas
Status: offline
I think the colony list display should show the type of port base (if any). This would be of immense help in managing starbase upgrades as well as making sure that the right port is where you want it (or not!).

_____________________________

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 Data)
Post #: 1025
RE: Master Wishlist Thread - 1/19/2011 5:32:25 PM   
Larsenex


Posts: 445
Joined: 12/31/2010
Status: offline
Without going thru all the posts on this thread, I was wondering if these suggestions have been made?

Can we see in the diplomacy area who is at war with who?

I like knowing who my friends are at war with and its not very clear.

_____________________________

Go for the Eyes Boo!

Intel 8700K Oc'd to 4.8ghz
32 gigs ram
GTX 1070 w/ 6gigs ram.
Using a cache drive from intel with a 60gig flash & 1 terrabyt hd accelerated.

(in reply to Okim)
Post #: 1026
RE: Master Wishlist Thread - 1/19/2011 6:10:27 PM   
Sabin Stargem

 

Posts: 140
Joined: 12/29/2010
Status: offline
Click on the other empires in the diplomacy screen, and you will see their relations towards their rivals.

(in reply to Larsenex)
Post #: 1027
RE: Master Wishlist Thread - 1/19/2011 6:51:25 PM   
Larsenex


Posts: 445
Joined: 12/31/2010
Status: offline
What I would like to see is a circle with colored lines linking each 'empire symbol'. This is done in Civ 4 and some other games and it works well for relations at a glace. Dont know if its do-able here.

_____________________________

Go for the Eyes Boo!

Intel 8700K Oc'd to 4.8ghz
32 gigs ram
GTX 1070 w/ 6gigs ram.
Using a cache drive from intel with a 60gig flash & 1 terrabyt hd accelerated.

(in reply to Sabin Stargem)
Post #: 1028
RE: Master Wishlist Thread - 1/19/2011 7:34:34 PM   
Data


Posts: 3909
Joined: 1/3/2011
Status: offline
An option to embark our troops fighting on the ground even during combat....i'm thinking of diversionary ground attacks
Actually, come to think of it, I never tested this so if it's already possible you can call me names

_____________________________

...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....

(in reply to Larsenex)
Post #: 1029
RE: Master Wishlist Thread - 1/20/2011 12:34:17 PM   
author


Posts: 24
Joined: 5/10/2010
Status: offline
Players can salvage the enemy ships that lost the battle.

In all the space games, I really cant understand that, where the hell that all wreckage is going?

especially that capital ships, cruisers and destroyers are huge ships in your game. A capital ship's maintanence cost can cause financially catatrosphe to the player in early stage... They are huge ships.

and, after they lost a fight, they are totally dissapaered?

I believe a good 4x Strategy needs a salvage system, after battle.

Salvages can contain a liitle technological gain and a lot of resource. (what ever resource needed to build that ship)


And maybe some lootable uniuqe items... to add them to the ships or colonies and gain bonuses make the game a little bit rpg style.

Also, recruiting the captians (with diffrent statistics) from difreent colonies, and adding this uniuqe captains to ships make all the ship very uniuqe and player cant risk them to lose. Losing a ship with that uniuqe characterstic is a real pain, so game will be more exicitng. Of course captains (an may be crews) can gain experience with time.



(in reply to 4xfan)
Post #: 1030
RE: Master Wishlist Thread - 1/20/2011 1:00:44 PM   
solops

 

Posts: 814
Joined: 1/31/2002
From: Central Texas
Status: offline

quote:

ORIGINAL: Larsenex

Without going thru all the posts on this thread, I was wondering if these suggestions have been made?

Can we see in the diplomacy area who is at war with who?

I like knowing who my friends are at war with and its not very clear.


+1. Yes, we need this. And, in spite of another poster's comment, the diplomacy screen does not tell you when other races are at war. There should be an unambiguous note that says "AT WAR."

_____________________________

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 Larsenex)
Post #: 1031
RE: Master Wishlist Thread - 1/20/2011 1:59:30 PM   
BigWolfChris


Posts: 634
Joined: 3/31/2010
Status: offline
quote:

ORIGINAL: solops


quote:

ORIGINAL: Larsenex

Without going thru all the posts on this thread, I was wondering if these suggestions have been made?

Can we see in the diplomacy area who is at war with who?

I like knowing who my friends are at war with and its not very clear.


+1. Yes, we need this. And, in spite of another poster's comment, the diplomacy screen does not tell you when other races are at war. There should be an unambiguous note that says "AT WAR."


Sorry to disappoint, but it does
You see the different colour lines? The ones that run under how they feel (friendly, furious, etc), that's the diplomatic status
If you wish to see what another empires status is with it's friends, click on their names and the lines will show theirs

It could be doing with being more obvious and easier to view though

< Message edited by BigWolf -- 1/20/2011 2:03:40 PM >


_____________________________

AMD Ryzen 7 2700X 8 Core @3.7GHz
2x16 GB Vengeance LPX 2666MHz RAM
MSI RTX 2070 Armor 8G
SSD Drive

(in reply to solops)
Post #: 1032
RE: Master Wishlist Thread - 1/20/2011 10:32:34 PM   
kenata

 

Posts: 28
Joined: 12/16/2010
Status: offline
This may have been posted before but it is a big one for me. I want to be able to use the diplomacy screen to have provoke a war or trade sanctions between empires without my having to go to war or invoke trade sanctions. I would also like to some ability for spy actions to be disguised as those of another empire than my own. I think this would really expand how empires interact as it would impart a layer of galactic manipulation to the game.

(in reply to BigWolfChris)
Post #: 1033
RE: Master Wishlist Thread - 1/20/2011 11:19:54 PM   
Data


Posts: 3909
Joined: 1/3/2011
Status: offline
the same thing from MOO2 comes to mind where you could sabotage empire X and blame empire Y
you as the player could be tricked by many AI opponents this way, it would make our life more interesting...and unstable; going postal comes to mind

_____________________________

...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....

(in reply to kenata)
Post #: 1034
RE: Master Wishlist Thread - 1/21/2011 3:55:16 AM   
Shark7


Posts: 7937
Joined: 7/24/2007
From: The Big Nowhere
Status: offline

quote:

ORIGINAL: kenata

This may have been posted before but it is a big one for me. I want to be able to use the diplomacy screen to have provoke a war or trade sanctions between empires without my having to go to war or invoke trade sanctions. I would also like to some ability for spy actions to be disguised as those of another empire than my own. I think this would really expand how empires interact as it would impart a layer of galactic manipulation to the game.


In other words, you want an 'insult' diplomacy message...

"We laugh at your puny infantile race!"

_____________________________

Distant Worlds Fan

'When in doubt...attack!'

(in reply to kenata)
Post #: 1035
RE: Master Wishlist Thread - 1/21/2011 4:39:35 AM   
Sabin Stargem

 

Posts: 140
Joined: 12/29/2010
Status: offline
"The smallest dogs bark loudest."




(in reply to Shark7)
Post #: 1036
RE: Master Wishlist Thread - 1/21/2011 6:09:42 AM   
kenata

 

Posts: 28
Joined: 12/16/2010
Status: offline
quote:

In other words, you want an 'insult' diplomacy message...

"We laugh at your puny infantile race!"


Not at all. It is already incredibly easy to 'insult' the enemy into starting a war. What I want is a method to negotiate wars behind the scenes. Say I am playing Empire A, and I want to eventually take over Empire B. Now, I do not want to attack Empire B as they would probably put up more of a fight than I want to deal with. So instead, I talk to Empire C and negotiate them going to war with Empire B without my getting involved at all. Another Example, Say instead, Empire B has a large portion of trade in the galaxy and I want to cut in on their trade. So, I talked to Empires C, D, and E and convince them to impose trade sanctions on Empire B, while keeping my own race blissfully out of harms way when Empire B gets upset by all of this.

(in reply to Sabin Stargem)
Post #: 1037
RE: Master Wishlist Thread - 1/21/2011 7:12:28 AM   
Shark7


Posts: 7937
Joined: 7/24/2007
From: The Big Nowhere
Status: offline

quote:

ORIGINAL: kenata

quote:

In other words, you want an 'insult' diplomacy message...

"We laugh at your puny infantile race!"


Not at all. It is already incredibly easy to 'insult' the enemy into starting a war. What I want is a method to negotiate wars behind the scenes. Say I am playing Empire A, and I want to eventually take over Empire B. Now, I do not want to attack Empire B as they would probably put up more of a fight than I want to deal with. So instead, I talk to Empire C and negotiate them going to war with Empire B without my getting involved at all. Another Example, Say instead, Empire B has a large portion of trade in the galaxy and I want to cut in on their trade. So, I talked to Empires C, D, and E and convince them to impose trade sanctions on Empire B, while keeping my own race blissfully out of harms way when Empire B gets upset by all of this.


So you want to be able to do the old:

"We have information that the empire of darkness intends to attack you. We thought you'd like to know."

_____________________________

Distant Worlds Fan

'When in doubt...attack!'

(in reply to kenata)
Post #: 1038
RE: Master Wishlist Thread - 1/22/2011 10:19:29 AM   
Vesson

 

Posts: 4
Joined: 1/18/2011
Status: offline
Allow filtering of the enemy target list, or allow us to order the list by firepower.

Right now I have a game with almost 100 fleets from empires i'm at war with, and most of them are tiny, insignificant ships, which negates the whole reason this enemy targets list was created - to help you find the enemy easier.

(in reply to Shark7)
Post #: 1039
colony planner - distance - 1/22/2011 11:47:59 PM   
Kayoz


Posts: 1516
Joined: 12/20/2010
From: Timbuktu
Status: offline
Make the "distance" sorting in the colony planner interface actually mean something. As it stands, it's nigh-useless. It gives no useful information. Distance seems to be "from nearest colony" - which is pointless unless you've managed a miracle and have relatively smooth expansion from your HW.

Perhaps "distance from capital" would make more sense. At the moment - useless.

(in reply to Vesson)
Post #: 1040
RE: Master Wishlist Thread - 1/23/2011 11:53:37 PM   
kenata

 

Posts: 28
Joined: 12/16/2010
Status: offline
quote:

So you want to be able to do the old:

"We have information that the empire of darkness intends to attack you. We thought you'd like to know."


This could be one thing. Another could be simply adding a way for me to simply use a normal trade for it. Like say, Empire A is already pissed at Empire B. So I step in and give Empire A some new techs and some money in exchange for war with Empire B. Thus, I am not at war with Empire B, but Empire B must now fight a war with Empire A while I build up my forces to attack both Empire A and Empire B.

(in reply to Vesson)
Post #: 1041
RE: Master Wishlist Thread - 1/25/2011 7:59:34 PM   
Shark7


Posts: 7937
Joined: 7/24/2007
From: The Big Nowhere
Status: offline
Upgrading Ship Designs:

There needs to be an improvement to the upgrading process. Currently, you click upgrade and the ship automatically upgrades to the latest component, and not necessarily the best component or worse, it changes your design decisions completely (IE currently I keep the civilian on caslon fueled reactors, and military on hydrogen fueled reactors).

There has to be some way to set parameters so that when I upgrade, the AI knows do not change reactor types, but upgrade all other components, etc. I'm just not sure how to go about it.

_____________________________

Distant Worlds Fan

'When in doubt...attack!'

(in reply to kenata)
Post #: 1042
RE: Master Wishlist Thread - 1/25/2011 8:13:50 PM   
Shark7


Posts: 7937
Joined: 7/24/2007
From: The Big Nowhere
Status: offline
Game Mechanics Change -- Very Important

One of the key issues currently in game is how easy it is to completely knock an AI empire out by taking 1 single planet, the homeworld.

I have a list of things that could help, the ones I consider most important will be in bold for ease of finding.

1. Increased migration to newly colonized planets. A land rush if you will where people from the nearly maxed out population planets migrate to newly colonized worlds.
2. A global policy that is a simple checkbox that a player can set to encourage migration to planets under a certain population.

  • __ Increase migration to planets with less than __ __ __ population. (where you have both a checkbox, and a 3 digit box to set the desired population number)

3. An increased population growth until a planet hits 500k population.
4. Minimum troop requirements based on population (IE 5 billion population must have 20 troops present on planet and these 20 can not be moved).
5. Starting level techs for planetary defenses (available from game start at base tech level).
6. Requirement to remove all space based defenses (defense bases and star ports) before troops can land.

The biggest problem currently is that the entire economy for the empire is based on its home planet, making it very easy to knock it out early.

_____________________________

Distant Worlds Fan

'When in doubt...attack!'

(in reply to Shark7)
Post #: 1043
RE: Master Wishlist Thread - 1/25/2011 10:20:29 PM   
Data


Posts: 3909
Joined: 1/3/2011
Status: offline
all good points present in the heat of discussions lately
good job, Shark, taking the time to organize this on the wishlist will make it easier for Elliot to pick it up

_____________________________

...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....

(in reply to Shark7)
Post #: 1044
RE: Master Wishlist Thread - 1/26/2011 6:28:07 AM   
adecoy95


Posts: 420
Joined: 3/26/2010
Status: offline
i would like to see planetary happiness have an effect on population growth, currently population growth seems to be based on your tax rate and colonization techs.

happiness should have an effect on population growth as well.


also, i am not 100% shure about this, but culture does not seem to be very useful, i know that its used to prevent or cause worlds to defect to another race, but it only seems to be for worlds in the same system. however, i have seen worlds from other empires defect to me, is this an effect of culture on nearby solar systems? if so, i think it would be helpful if there was a way to see these cultural borders on the map

(in reply to Shark7)
Post #: 1045
RE: Master Wishlist Thread - 1/26/2011 7:04:35 AM   
Data


Posts: 3909
Joined: 1/3/2011
Status: offline
that would be similar to influence from GalCiv2 but here culture actually is the same thing as development so it has another place in the big scheme of things

_____________________________

...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....

(in reply to adecoy95)
Post #: 1046
RE: Master Wishlist Thread - 1/26/2011 8:15:37 AM   
Kayoz


Posts: 1516
Joined: 12/20/2010
From: Timbuktu
Status: offline
Pause on load/save.

I'd like to see the game state set to paused, following a load or save.

The load/save takes so long, that the game really should set itself to paused state once it's finished.

(in reply to Data)
Post #: 1047
RE: Master Wishlist Thread - 1/26/2011 8:21:24 AM   
Data


Posts: 3909
Joined: 1/3/2011
Status: offline
Kayoz, this feature is already available after loading
as for saving, you can pause it before saving

_____________________________

...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....

(in reply to Kayoz)
Post #: 1048
RE: Master Wishlist Thread - 1/26/2011 11:56:01 AM   
Kayoz


Posts: 1516
Joined: 12/20/2010
From: Timbuktu
Status: offline
quote:

ORIGINAL: Data

Kayoz, this feature is already available after loading
as for saving, you can pause it before saving


I'm getting different results. After I load a game, the status is not paused. Can you check what you said? Save a game in paused and un-paused mode, and then load each of those to confirm the pause state after you load them.

Edit:
This is to check whether the game pause state is saved in the save game file. Also, check if the pause state of the game previous to load is maintained (ie: load a game from DW when DW is saved and not) - if you load from a game that's already in pause state, this might be maintained after load.

Saving - it's not planned saves which is my concern - it's the scheduled/periodic saves which is the issue. Game UI locks, so once it starts, you can't change it till it's done and returns control. If a user goes away from the computer - for a cigarette while it saves, for example - he'll miss events. While it isn't a big issue, this should be a 5-minute code change and will make things simpler for most players.

Well, at least till they sort out their game save code. I suspect they're saving a lot of information which isn't necessary. All they really need to store about the galaxy is the seed and any additions/removals. But who knows what they're doing - that's just a guess.

< Message edited by Kayoz -- 1/26/2011 12:19:34 PM >

(in reply to Data)
Post #: 1049
RE: Master Wishlist Thread - 1/26/2011 1:16:41 PM   
Data


Posts: 3909
Joined: 1/3/2011
Status: offline
constructor ship ability to upgrade ships....so that we can upgrade our fleets onsite
same for bases in deep space to avoid scraping and rebuilding

_____________________________

...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....

(in reply to Kayoz)
Post #: 1050
Page:   <<   < prev  33 34 [35] 36 37   next >   >>
All Forums >> [New Releases from Matrix Games] >> Distant Worlds 1 Series >> RE: Master Wishlist Thread Page: <<   < prev  33 34 [35] 36 37   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

1.297