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  42 43 [44] 45 46   next >   >>
Login
Message << Older Topic   Newer Topic >>
RE: Master Wishlist Thread - 11/29/2011 1:29:00 PM   
geosch

 

Posts: 67
Joined: 10/20/2011
Status: offline
Research

1. Allow the saving and loading of research queues.
2. A pop-up alert that your queue has run out, or better yet, is about to run out.

(in reply to grb1982)
Post #: 1291
RE: Master Wishlist Thread - 11/29/2011 7:58:57 PM   
Kruos


Posts: 129
Joined: 5/5/2010
From: France
Status: offline
Multi-racial population impact counter-intelligence mechanism

I have read it somewhere recently on the forum and I think this idea is awesome.

I think that as designed today, you should always go for multi-racial empire. There is no 'back-fire' to this (not enough):
> If you are a warmonger you will have to deal with moral issues, ok, but you will also have huge bonus from enslavment, so it is still very interesting
> If you are a peacefull you will have to deal with nothing, and you will have bonus from new racial attributes, so very interesting (and free)

The idea is, to reflect the huge share of informations and culture in multi-racial population, to add a 'multiracial' negative factor to counter-intelligence empire capability, in order to decrease counter-intelligence ability of a multi-racial empire. I think it is simple, 'quite realistic' and it could balance the multi-racial choice the player would have to do. Of course it would need some balancing test, but considering the awesome balance we have already, I am sure that Erik and Elliot would be up to the task! ;-)

Thank for reading.

< Message edited by Kruos -- 11/29/2011 8:01:17 PM >

(in reply to geosch)
Post #: 1292
RE: Master Wishlist Thread - 11/29/2011 8:08:36 PM   
GenChaos33


Posts: 360
Joined: 9/28/2000
Status: offline
for UI, (unless its already available but I don't know how or already requested)

Can there be a lock button for the map window (on the lower right of main screen)?
I don't like how it changes zoom in proportion with the main screen zoom.
I would prefer to just leave the map window at/near full galaxy (locked) view.

_____________________________



(in reply to geosch)
Post #: 1293
RE: Master Wishlist Thread - 11/30/2011 3:19:01 AM   
grb1982


Posts: 19
Joined: 11/12/2011
From: Marinette wisconsin USA
Status: offline
A zoom feature on the pop up galaxy map. with the new 15x15 if you have alot of stars ist difucult make out individual stars let alone select them when your looking for resource ising the find resouce overlay

Also how about direct ordes overiding evrey thing else including retreat settings

1 example form my latest game where this would be helpful. one of my mining stations was under attach by pirates shields down armor dwindling with only on crusier in the area the crusier manged to kill all but one pirate ships wich was badly damaged and would have probably been efectivly disabled with a 1 or 2 more volleys but my cruiser's shields dropped below th 20% mark and it began to retreat I clicked on it and tried to order it to finish of the pirate but my cruiser kept running away so I lost the minning Station to A severly Damged Pirate Ship

captain: shield have dropped 20% per fleet docterine reteart

Helmsman: but captain we nearly crippled the pirate ?

Captain: Be that as it may our standing fleet orders tell us to retreat

Helmsan: Captain I'm getting a message from fleet comand ordering us to contiune the attack sir!

Captain: Ingnore those orders we are folowing fleet protocol

Helmsman: More incoming orders Sir direcltly from the emeror himself it say contiue the attack or else it also mentions something about public executions if we dont obey sir !

Captain: I know my orders helmsman fleet protocol clearly states retreat when shields reach 20% so we retreat and thats final!!!

( in The distance the minning Station Blows up and the pirate limps homw)

Direct orders should overide everything else

_____________________________

A man from my country once said walk softly and carry a big stick. Well I say if you carry a big enough stick it realy doesn't mater how softly you walk.

(in reply to GenChaos33)
Post #: 1294
RE: Master Wishlist Thread - 11/30/2011 5:26:42 AM   
Fideach

 

Posts: 175
Joined: 3/30/2010
Status: offline

quote:

ORIGINAL: DarkWraith

1) Auto-resupply construction ships: if a construction ship runs out of resources before finishing whatever it's building, it should run off to find the resources needed automatically.

2) In Construction icon from the ship screen

3) Fleet Fill Troops button: A command you can give at the fleet level that will have them go off and fill their troop holds at the nearest possible place. Bonus points if they coordinate so as not to step on each others toes.

4) Fuel tankers: A ship that can be automated so that all it does is deliver fuel to ships in the field. Unlike a resupply ship in that it doesn't actually create it's own fuel, just gets it from elsewhere. Maybe this could be part of the private economy.


I like these!

With number 4, I'd be happy if the private ships had tankers dedicated to transferring fuel to locations you designate or to ships you allow them too. For instance, allow them to transfer it to construction ships but not to military ships that are active in a war.
Or perhaps be able to build remote bases in dead space, and assign the ships, or designate the base itself as a supply depo. Which would get them to automatically keep it stock with fuel. Don't always have a gas planet in a good spot to use as a staging ground for attacks.

(in reply to DarkWraith)
Post #: 1295
RE: Master Wishlist Thread - 11/30/2011 5:31:29 AM   
Fideach

 

Posts: 175
Joined: 3/30/2010
Status: offline
Would like to have further settings that control the map set up. Such as the ability to control how many empty solar systems that are generated on the map. I see way too many of them at times, and I don't like empty solar systems. They need to have asteroids in them or something at least >.<. Maybe monsters nests!

Hmm which makes me think of a new map setting.. a Spiral with all empires around the edge, and the center monster and debris field land.

(in reply to Sithuk)
Post #: 1296
RE: Master Wishlist Thread - 11/30/2011 12:32:26 PM   
Bingeling

 

Posts: 5186
Joined: 8/12/2010
Status: offline
Goal oriented R&D for the AI

Create technology preference for each empire. More or less random. This should of course be modable. One can create many pre-defined sets of technologies for the AI to choose among. This will enable the AI to mix weapons that work together, and to research for the wanted technology.

I am not sure if this is actually already done for design, but research is not well connected...

Lets pick examples from primary weapons.

You need to decide if you.

1: Want to stay at maxos blasters. In that case "Efficient Blasters" is relevant, otherwise not.
2: Want to focus primary on Beam Superflow, Extreme Energy Beams, Massive Missile Assaults, or Plasma Hardening.
3: In going for the primary target, it should also know which secondary targets its want. All of these have "two requirement techs". The AI should know which one is to be used, and which is only researched to reach the next tier. A titan beam AI with Veolocity Shard priority should head for Total Energy Acceleration, and only start High Energy Cohesion once it decides it is time to get "Advanced Plasma Physics".

Pre defined profiles can make sure the AI has a good mix of primary, secondary and ship default attitudes (hug enemy or keep distance). For instance a "hugger" tactic may also want faster ships...

Even if it focuses its research it still needs to balance its primary and secondary weapons, ion weapons, fighters, shields, point defenses... But it won't waste early time on obsolete tech.

The AI should of course have a secondary weapon.

There is exactly the same decision to make for:

1: Reactors
2: Shields
3: Hyper drives
4: Engines

If the AI was more focused, the human would have less to gain from manual research, and it would more about "getting what you want" rather than "becoming more powerful".

And again, what it wants to research should be linked to what it wants to design. Have the r and d in r&d work as a unit.

This can be created as many sets of pre-set choices, and a race can specify one of them or pick one at random. And of course, some things are less connected, like engines and primary weapons, and a pre-set choice can decide something is random. But do pick one.

I am a sad camper. My AI has research prerequisites for Fusion Balance, Advanced Shields, and advanced hyperdrives, but does not research any of them currently... And really, advanced shields when the first it research was Pure Energy Discharge?


(in reply to Fideach)
Post #: 1297
RE: Master Wishlist Thread - 11/30/2011 1:06:16 PM   
MasterChief


Posts: 159
Joined: 2/9/2004
From: The Hundred Fathom Curve
Status: offline

quote:

ORIGINAL: Bingeling

Goal oriented R&D for the AI

Create technology preference for each empire. More or less random. This should of course be modable. One can create many pre-defined sets of technologies for the AI to choose among. This will enable the AI to mix weapons that work together, and to research for the wanted technology.




I second this. For example, from the end of WWII until well after the cold war the US Navy's paradigm was stuck on open ocean conflict centered around the carrier battle group. Like all paradigms it took a lot to shift focus.

So each race could have their own military paradigm, which can be shifted, but only at significant cost.

This feature would add a lot of immersion to the game.

(in reply to Bingeling)
Post #: 1298
RE: Master Wishlist Thread - 11/30/2011 1:35:20 PM   
HectorOfTroy


Posts: 312
Joined: 1/9/2011
Status: offline

quote:

ORIGINAL: MasterChief



I second this. For example, from the end of WWII until well after the cold war the US Navy's paradigm was stuck on open ocean conflict centered around the carrier battle group. Like all paradigms it took a lot to shift focus.

So each race could have their own military paradigm, which can be shifted, but only at significant cost.

This feature would add a lot of immersion to the game.



But then if you know what their military paradigm is you could easily counter it. Eg. Dhayut prefer carriers as they are an insect race. So you build your own carriers with fighters and ships with point-defence, strong shields, fast, that can chase down carriers and destroy them.

(in reply to MasterChief)
Post #: 1299
RE: Master Wishlist Thread - 11/30/2011 2:22:03 PM   
Brynder

 

Posts: 14
Joined: 8/27/2011
Status: offline
Been reading through this thread some and gathering good ideas to second and proposition, but this one can't really wait.

What I'd like to see is - improvement in the escape routine.

Granted I was playing with Teekans and their rat(her) low intelligence but still... If there are four meanies on your tail
and you have no means to effect them I'd guess anyone, especially of rodenty cunning would just hit the pedal to the metal
and zoom out of the system with as much hyperspeed as possible and NOT to inch along with the leisurely pace of cruise speed
waiting for the shields to be gone and the armor and the engines and oh, no. Especially so for EX-model of ships that are told to skeddaddle
when sighting trouble. Even more so when ordered to hightail it by the player.

The space creatures are another story. Especially the Sand Slugs (did I mention playing Teekans earlier, how selfish of me -
truth to be told - applies to other races as well in my books) that are quite sluggy and I'd like to see the
escaping done only if it's clear that the ship is slower than the creature. Also the ships still should keep their safe distance
even if they were faster (hey, no reason to go to the kaltor's jaws when it is speed 35 and THIS ship is speed 36, let's just keep to our
max range and have a target practice. I could develop this idea further but there's no time atm.

One other thing on the combat side of things seems sometimes strange - since I'd imagine if a ship is ordered to attack and they are less than a hyperjumps
distance away from an enemy - they'd propably get up to combat speed asap and not cruise along. I mean... What's the use of combat speed
if it's not used. And yes, I know it is - but it could be utilized a littttttle bit more. Or earlier at least. Like around the minute the opfor goes
for the combat speed themselves. If the point is not to have the players ships save their fuel on the AIs expense.

(in reply to 4xfan)
Post #: 1300
RE: Master Wishlist Thread - 11/30/2011 2:59:29 PM   
Bingeling

 

Posts: 5186
Joined: 8/12/2010
Status: offline

quote:

ORIGINAL: HectorOfTroy


quote:

ORIGINAL: MasterChief



I second this. For example, from the end of WWII until well after the cold war the US Navy's paradigm was stuck on open ocean conflict centered around the carrier battle group. Like all paradigms it took a lot to shift focus.

So each race could have their own military paradigm, which can be shifted, but only at significant cost.

This feature would add a lot of immersion to the game.



But then if you know what their military paradigm is you could easily counter it. Eg. Dhayut prefer carriers as they are an insect race. So you build your own carriers with fighters and ships with point-defence, strong shields, fast, that can chase down carriers and destroy them.

The AI will still be AI, just a better AI...

I fought the Dhayut yesterday, and I knew exactly how their fleets looked after a while. It would not matter what kind of fleets they were, they were predictable. Just like they could predict my fleets, but my fleets were not so easy to beat. It was a clash of titan blasters...

The main difference between myself and the AI was that after the war I bought 15 extra cruisers for each of my 3 main battle fleets. As far as I know, the AI did not strengthen its fleets... My fleets was not strong enough to take down a spaceport and 3-4 defensive bases quickly (so I used two), but neither where those of the enemy when the colony also had a 20 ship fleet helping in defense...

And credit to the AI. I jumped a large empire which was at peace. I knew of course that this was not the best idea in the world, but I wanted the fight. And they would have taken good colonies if I did not have rather excellent defense at the likely objectives (2000 strength fleet, 4 defensive bases at least medium space port, 20-ish troops on ground). They did indeed manage to land the odd group of 4-6 troops and kill a defensive base and get through the zenox shields of a medium space port. On the second of three incoming fleets, or whatever

(in reply to HectorOfTroy)
Post #: 1301
RE: Master Wishlist Thread - 11/30/2011 6:04:40 PM   
tjhkkr


Posts: 2428
Joined: 6/3/2010
Status: offline
I am taking a wild guess that the enemy ship names are either an adjective/noun random pick are a random name pick.
If we could modify those flat files, that would be cool... :)

_____________________________

Remember that the evil which is now in the world will become yet more powerful, and that it is not evil which conquers evil, but only love -- Olga Romanov.

(in reply to Bingeling)
Post #: 1302
RE: Master Wishlist Thread - 11/30/2011 6:35:15 PM   
MasterChief


Posts: 159
Joined: 2/9/2004
From: The Hundred Fathom Curve
Status: offline

quote:

ORIGINAL: HectorOfTroy


quote:

ORIGINAL: MasterChief



I second this. For example, from the end of WWII until well after the cold war the US Navy's paradigm was stuck on open ocean conflict centered around the carrier battle group. Like all paradigms it took a lot to shift focus.

So each race could have their own military paradigm, which can be shifted, but only at significant cost.

This feature would add a lot of immersion to the game.



But then if you know what their military paradigm is you could easily counter it. Eg. Dhayut prefer carriers as they are an insect race. So you build your own carriers with fighters and ships with point-defence, strong shields, fast, that can chase down carriers and destroy them.


I agree. However, if the AI paradigm was randomly generated at start up you would have to determine your enemy's paradigm through espionage or direct combat.
Of course the down side to this would probably be building an AI that could first detemine it needed to shift it's paradigm and then determine how to to deal with encountered threats.

(in reply to HectorOfTroy)
Post #: 1303
RE: Master Wishlist Thread - 11/30/2011 9:32:19 PM   
Bingeling

 

Posts: 5186
Joined: 8/12/2010
Status: offline

quote:

ORIGINAL: MasterChief


quote:

ORIGINAL: HectorOfTroy


quote:

ORIGINAL: MasterChief



I second this. For example, from the end of WWII until well after the cold war the US Navy's paradigm was stuck on open ocean conflict centered around the carrier battle group. Like all paradigms it took a lot to shift focus.

So each race could have their own military paradigm, which can be shifted, but only at significant cost.

This feature would add a lot of immersion to the game.



But then if you know what their military paradigm is you could easily counter it. Eg. Dhayut prefer carriers as they are an insect race. So you build your own carriers with fighters and ships with point-defence, strong shields, fast, that can chase down carriers and destroy them.


I agree. However, if the AI paradigm was randomly generated at start up you would have to determine your enemy's paradigm through espionage or direct combat.
Of course the down side to this would probably be building an AI that could first detemine it needed to shift it's paradigm and then determine how to to deal with encountered threats.


Does the AI currently adapt to the player? If no, how would making it research and design more efficiently hurt? I noticed my zenox switching, though. They started with rail guns, and went to the impact blasters. Both worked just fine. I even saw some phasers for a brief moment.

(in reply to MasterChief)
Post #: 1304
RE: Master Wishlist Thread - 11/30/2011 10:39:04 PM   
sveint


Posts: 3556
Joined: 1/19/2001
From: Glorious Europe
Status: offline
Right-align numbers.

(in reply to Bingeling)
Post #: 1305
RE: Master Wishlist Thread - 12/1/2011 12:47:11 AM   
MasterChief


Posts: 159
Joined: 2/9/2004
From: The Hundred Fathom Curve
Status: offline

quote:

ORIGINAL: Bingeling


quote:

ORIGINAL: MasterChief


quote:

ORIGINAL: HectorOfTroy


quote:

ORIGINAL: MasterChief



I second this. For example, from the end of WWII until well after the cold war the US Navy's paradigm was stuck on open ocean conflict centered around the carrier battle group. Like all paradigms it took a lot to shift focus.

So each race could have their own military paradigm, which can be shifted, but only at significant cost.

This feature would add a lot of immersion to the game.



But then if you know what their military paradigm is you could easily counter it. Eg. Dhayut prefer carriers as they are an insect race. So you build your own carriers with fighters and ships with point-defence, strong shields, fast, that can chase down carriers and destroy them.


I agree. However, if the AI paradigm was randomly generated at start up you would have to determine your enemy's paradigm through espionage or direct combat.
Of course the down side to this would probably be building an AI that could first detemine it needed to shift it's paradigm and then determine how to to deal with encountered threats.


Does the AI currently adapt to the player? If no, how would making it research and design more efficiently hurt? I noticed my zenox switching, though. They started with rail guns, and went to the impact blasters. Both worked just fine. I even saw some phasers for a brief moment.


Yep, I'm in agreement here if it can be done. Anything that gives the AI races more uniqueness is a plus! Love this game!

(in reply to Bingeling)
Post #: 1306
RE: Master Wishlist Thread - 12/1/2011 2:59:44 AM   
solops

 

Posts: 814
Joined: 1/31/2002
From: Central Texas
Status: offline
Please add a column on the Colonies screen that tells whether or not the colony has a spaceport.

_____________________________

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 MasterChief)
Post #: 1307
RE: Master Wishlist Thread - 12/1/2011 9:10:31 PM   
Fideach

 

Posts: 175
Joined: 3/30/2010
Status: offline
Research that improves your fleets ability to jump more precisely to target and in better grouping and togetherness.

(in reply to solops)
Post #: 1308
RE: Master Wishlist Thread - 12/1/2011 11:45:34 PM   
colonyan

 

Posts: 52
Joined: 11/27/2011
Status: offline
New gadgets to take over the colonies. Especially the currently heavily troop guarded ones.

New space ship weapon type.
[Surface Troop Support Component]
They work to increase the strength of currently invading surface ally troop.
Ship with the component must be present on the battle occurring colony to take the effect.
Each component gives X effect on Y troops given that there is limit in maximum positive effect on troop effectiveness.
 
---

Colony list shows the number of available troops on each colonies.

< Message edited by colonyan -- 12/1/2011 11:46:42 PM >

(in reply to Fideach)
Post #: 1309
RE: Master Wishlist Thread - 12/1/2011 11:49:21 PM   
colonyan

 

Posts: 52
Joined: 11/27/2011
Status: offline
Sorry, double post.

(in reply to colonyan)
Post #: 1310
RE: Master Wishlist Thread - 12/2/2011 8:23:09 AM   
Tepe123

 

Posts: 1
Joined: 12/2/2011
Status: offline
Two more diplomacy options.

1. Ability to trade millitary ships.
2. Ability to ask(buy) ally to declare war on a 3rd party.

I think these features adds more strategic elements of the game.

(in reply to colonyan)
Post #: 1311
RE: Master Wishlist Thread - 12/2/2011 3:39:21 PM   
geosch

 

Posts: 67
Joined: 10/20/2011
Status: offline
OK, how about an optional "beer&pretzels" mode?

Let us assume that our empires have some intelligent and proactive logistics managers that work well with the private merchant fleet.

Then every time a ship/fleet came to dock it would be instantly loaded with troops and fuel.

Because in a 1000 years from now we will have learned not to bother the Emperor with these details.

(in reply to Erik Rutins)
Post #: 1312
RE: Master Wishlist Thread - 12/2/2011 6:05:11 PM   
colonyan

 

Posts: 52
Joined: 11/27/2011
Status: offline
Be able to reserve space within a immobile structure to be able to add additional component later.

When sensor/hyper jump deny/fighter bay/counter measure/better component version/etc becomes available,
I would like to be able to add those component without having to have to rebuild/retrofit/build separate to use those.

Rebuild/Retrofit involves extra design management.
Build separate involves requirement for extra defense component construction cost and more extra design management.

(in reply to geosch)
Post #: 1313
RE: Master Wishlist Thread - 12/2/2011 6:07:15 PM   
Bingeling

 

Posts: 5186
Joined: 8/12/2010
Status: offline
Bulk Messaging.

I got a modest little 28 colony empire of some riches. I got 533 Military ships, 24 other state ships, 28 space ports and 102 defensive bases. The ultimate terror is to retrofit all.

I like having retrofit messages in the scrolling log, because often I may wait for them to complete. I am not fond of 100 slowly scrolling retrofit messages in the log.

So how about some log routine that detects multiple identical messages and groups them? Maybe as a special log item or a popup? "Retrofits complete" - and click to view the whole list.

The limit for grouping could be at 10 or so, and it could possibly delay a day or two to group even more messages.

(in reply to geosch)
Post #: 1314
RE: Master Wishlist Thread - 12/2/2011 10:53:32 PM   
Fideach

 

Posts: 175
Joined: 3/30/2010
Status: offline
The ability to limit your automatic military ships to only operate in your territory. So they don't spend all day hanging out in someone else systems patrolling or flying off to fight pirates that aren't your problem. Don't too mention causing wars to break out.

The only exception to this, should be fleets you have enabled automation on and have on attack, targeting enemies. So they will still do so, if war breaks out.

Or perhaps the setting could set the automated ships to only function in your territory, systems you have bases in, or in territory of empires you are at war with.

(in reply to Bingeling)
Post #: 1315
RE: Master Wishlist Thread - 12/3/2011 1:21:35 AM   
Wolfe1759


Posts: 798
Joined: 1/20/2008
From: Shropshire, UK
Status: offline
Apologies if this has already been mentioned, 44 pages of ideas is rather impressive !

Could we have a different icon on the lock view button when the view is locked or unlocked - I keep forgetting and trying to scroll the view when locked.

_____________________________

"In War: Resolution. In Defeat: Defiance. In Victory: Magnanimity. In Peace: Goodwill." - Winston Churchill

(in reply to Fideach)
Post #: 1316
Silvermist reputation bonus - 12/3/2011 1:32:14 AM   
MasterChief


Posts: 159
Joined: 2/9/2004
From: The Hundred Fathom Curve
Status: offline
Reputation bonus for destroying Silvermist swarms (simlar to rep. bonus for clearing out Pirate bases)

_____________________________

Chief of the Watch... Over the 1MC, pass the word... "DIVE!" "DIVE!"... sound two blasts of the Diving Alarm ... and pass the word, "DIVE! "DIVE!"

(in reply to Wolfe1759)
Post #: 1317
RE: Master Wishlist Thread - 12/3/2011 7:00:50 PM   
Harry2

 

Posts: 49
Joined: 5/3/2005
Status: offline
The ability to sort and filter the ships list on the main navigation screen.

As it is now the ships list just presents a huge, unmanageble list of every state-owned ship, that you can't do much with.

At the least, the ships list should not include all the ships in fleets since fleets have their own list.

If they were grouped according to types it would also make finding a specific type of ship (ie: Resupply Ship) much easier. Resupply ships, like explorers, colonizers and constructors, aren't usually part of a fleet but, unlike those, there is no specific button to bring up a list of them.

The really nice thing about these lists is that you can just run your mouse cursor down the entries and each one gets highlighted on the main map with a strobing circle. Very easy to track your fleets and important, non-fleet ships....except Resuppliers.

(in reply to geosch)
Post #: 1318
RE: Master Wishlist Thread - 12/3/2011 7:53:15 PM   
Bingeling

 

Posts: 5186
Joined: 8/12/2010
Status: offline
For ship sorting, use the ship list.

To track my resupply ships, I add them to fleets all by themselves. 1 ship fleets. If I have some in storage outside fleets, I can find them on the ship list easily enough.

(in reply to Harry2)
Post #: 1319
RE: Master Wishlist Thread - 12/3/2011 8:13:09 PM   
Harry2

 

Posts: 49
Joined: 5/3/2005
Status: offline
quote:

ORIGINAL: Bingeling

For ship sorting, use the ship list.



Yes, I know but the lists available from the Empire Navogation Tool (as the buttons on the left of the main screen are called) is much faster and the strobing location circles are so handy.

quote:



To track my resupply ships, I add them to fleets all by themselves. 1 ship fleets. If I have some in storage outside fleets, I can find them on the ship list easily enough.


Thanks, I hadn't thought of that. I set my fleets to full AI automation so hopefully it does not add a bunch of ships to my Resupply fleets.

I use custom ship sets so I swap out the Resupply image with a different one (big & bright) so that it jumps out at me on the ships list.

< Message edited by Harry2 -- 12/3/2011 8:14:03 PM >

(in reply to Bingeling)
Post #: 1320
Page:   <<   < prev  42 43 [44] 45 46   next >   >>
All Forums >> [New Releases from Matrix Games] >> Distant Worlds 1 Series >> RE: Master Wishlist Thread Page: <<   < prev  42 43 [44] 45 46   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

3.891