RE: Master Wishlist Thread (Full Version)

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Conflictx -> RE: Master Wishlist Thread (4/15/2010 11:03:43 AM)

Modding request

In addition to my current mod Planet GFX Overhaul, I'd like a folder in the current planet & landscape directory "Custom" or "Rare". Where we can assign planets unique traits, like amount, added shadow/lighting/shading/... png's. If it orbits a system or not, planet name, etc...

Something like this.

'Planet file

'Each planet line below is comprised of comma-separated data as follows:
' - Name: name of the planet
' - Rarity: Amount of planets in galaxy
' - Orbit: 0=no, 1=yes, 2=yes,but stationary {This decides if the planet will orbit a system or will be found randomly in the galaxy out of system}
' - Picture index: index of landscape picture used for this planet from planet pictures contained in \images\environment\landscapes\Custom folder or Customization\YourTheme\landscapeImages\ folder
' - Planet Family: 0=Barren, 1=Continental, 2=Forest, 3=frozengasgiant, 4=gasgiant, 5=iceglacial, 6=marshyswamp, 7=ocean, 8=sandydesert, 9=volcanic or "Yourplanetfamily"
' - Planet Image: index of picture used for this planet from planet pictures contained in images\environment\planets\Custom  folder or Customization\YourTheme\planetImages\ folder
' - Shadow index: index of picture used for this planet from planet pictures contained in images\environment\planets\Custom\Shadow  folder or Customization\YourTheme\planetImages\Shadow folder;
' - Shadow: 0= no shadow, 1= primary effect, 2= secondary effect, 3= tertiary effect, etc..
' - Lighting: index of picture used for this planet from planet pictures contained in images\environment\planets\Custom\Lighting  folder or Customization\YourTheme\planetImages\Lighting folder;
' - Lighting: 0= no lighting, 1= primary effect, 2= secondary effect, 3= tertiary effect, etc..


Ringworld, 1, 2,  ringworldscape_0.png,  "Ring World", ringworld.png, ringshadow.png, 2, ringlighting.png, 1

You get the idea. This type of thing could also be done for ships.




Zakhal -> RE: Master Wishlist Thread (4/15/2010 11:50:45 AM)

When you zoom into star system it would be nice to see a list of enemy/neutral fleets and and individual ships on the top right of screen. Same for my own/friendly ships in the left if I have radar coverage in that system. If possible you could even give orders to the fleets and ships through it. Its somtimes too much work in battle to zoom back and forth in the system just to find fleets and give orders to them. This would make it easy and simple.

Ship stats should be shown when you click invdividual ship in galactic view and then its class name. Its cumbresome and unintuitive that you have to go to the design screen which is many clicks away to do this. Often I dont even care to know what my ships have because its too much work to check it out.




Sliverine -> RE: Master Wishlist Thread (4/15/2010 12:24:33 PM)

It isnt terribly important but perhaps design names carry over to refitted ships. i.e. I have an original ship design named AF-1 and when the ship was built, it was named AF-1 001. Soon after, some tech finished and i upgraded my previous design to AF-2. First thing i noted was the design name kept resetting to the base name that is assigned to the ship/base type (i.e. SSP or Cossack or whatever that comes with yr basic designs when u first start the game). After refitting my ship, its name didnt change to AF-2 001...it remained the same. Since i do have quite a number of ships i was planning to open the ships window and utilise the ship names to determine which ships i have not upgraded yet so as to manually select each of them to refit (which is a painful process btw if u dont put all your ships into fleets) but as you can see, the names all remained the same so i was unable to differentiate the refitted ships from the non-refitted ones.

Working on the last problem, maybe you can add a function that enables you to link an updated newer design (or any design whatsoever...even older ones to 'downgrade', tho i cant imagine what for) to an older one so that upon a click of a button, all ships that belong to older designs that have linked newer designs to update to will automatically head to retrofit themselves (so if u dont want the older ships to auto update just dont link any designs to them. And of course, after they retrofit, it would be nice to see them sporting the new design names...




Sliverine -> RE: Master Wishlist Thread (4/15/2010 12:30:02 PM)

And of course, the ability to rename solar systems once you gain a certain amount of influence in it (i.e. the 'territorial fog' or circle thingy...).

In addition to that, i do wish that the automation options were a little more diverse. As of now, the AI seems to automatically build research bases and mines as and when it sees fit. I would like to have some degree of control over that and if possible, i would like to be able to automate specific aspects (like automating mine building but not research bases or vicey versa...).




Matman -> RE: Master Wishlist Thread (4/15/2010 2:22:23 PM)

[req]When in the Spaceship/spaceport list (f7)adding the option to be able to multiple select space ports and clicking the construction tab and being able to create ships for all selected spaceports. Extremely usefull once you have a high planet count.

[req]If screen is focused on a planet and you click Next Fleet/Ship/Military/Planet it shows in the info box (bottom left) the distance of the newly selected object from the current screen. Will be extremely usefull to know which fleet is nearest etc....

[req]When on the planet build menu (f4), could the planet build items in the dropdownlist of buildable items in the construction tab be sorted or grouped in a non random manner as well as when right clicking on a selected colonized planet and going to the build pop-up list.

[req]A short cut or icon so that you can build a star base/research (etc) at any point of the space screen/planet (not the planet planner) and then it will find the nearest constructor and queue it with out the need to select a constructor.

[req]Right clicking on the item info screen (bottom left) will bring up its menu of abilities. Not having to focus on the selected item to move/autoate etc...

[req]When you have a selected a ship, to have the ability to click on the bottom right (at the bottom left screen) of the info screen will set it to automatic mode.;

[req]Option to create x amount of any type ship galaxy wide and possibly pre-set them to a new fleet. This becomes usefull once you have a large planet count.

[req]Option to set all ships galaxy wide to automatic.

[req]Option that forcefully creates a ship in auto mode. Ie holding in shift when clicking create ship.

[req]Could the ship and bases (f7) screen be split into two screen. So a f7 for ships and maybe f8 (or something) for bases. Reason for this is cause on bigger mission the load delay when clicking on f7 start getting very long.

[req]Save filtering options so that when you go back to any list screen (ships, colonies etc..) will re-read itself from last selected filter and not have todo a full list.

[bug]When right clicking on a selected colonized planet and clicking on build you will notice that there never is a option to build a resort base.

[bug]When you have a construction ship selected and you right click to build (non-queue) then you have a option to build a resort base but when you click on queue and then build you will notice that it doesn't have an option for a resort base.




Shark7 -> RE: Master Wishlist Thread (4/15/2010 5:14:15 PM)

Copying this from the discussion thread to get it on to master wish-list list:

New Diplomacy Options:

Personally I think we need more diplomatic options and modify existing ones:

MUTUAL DEFENSE PACT: This is an agreement to come to the aid of an empire if the empire is attacked. It is not a trade of strategic information, like star maps. While it is an alliance, it is not the ultimate level of alliance. With a mutal defense pact, the following should apply:

1. Borders are respected. AI empires shall not build in systems that you already control, and vice-versa.
2. If you or an ally are attacked, a message is sent with the coordinates of the attack and who the perpetrator is.
3. MDP is not an intelligence or mapping agreement, it is simply an agreement to help each other in case of attack...no other bonuses.

ALLIANCE: This is the full, we share everything equally alliance. This is the ultimate diplomatic agreement and as such should be extremely hard to get. At this level, system sharing, map sharing, rare resource trading, etc are included and automatic...even so much as migration of people of both empires to planets already colonized by the other empire. How I would set it up:

1. This is basically a no borders treaty. Everything is shared starmaps and realtime intelligence.
2. System sharing on by default. You can build anything in their territory with no penalties, and vice-versa.
3. Migration allowed: This is a checkbox per planet and is OFF by default. This allows you to gain population via civilian means. If a planet is checked 'allow migration' then members of the Alliance species may move their through civilian means.
4. Shared bonuses. If you are allied, then you are sharing expertise and research. Gain of bonus would be capped at 33% of total. Example: species A has a 60% bonus in research, so under an alliance species B will gain a 20% bonus from the alliance.
5. Automatic trade of rare resources.
6. The benefit of an alliance is your allies will only get mad for attacks or spying on them, or if you do something completely evil in the galaxy...

BASING AGREEMENT: This is an agreement between 2 empires that allows a base or station to be built in a specific location. The location must be specified, and each new base requires a new agreement. Also, the building empire would be required to pay a yearly 'leasing' fee to the empire that agrees to allow the base.

1. Once agreed to, a construction ship is sent to the specified planet and the base type agreed on built.
2. This costs you a fee to be paid yearly until the agreement is cancelled.
3. If the agreement is cancelled, then the empire that owns the territory takes control of the base.

SETTLEMENT AGREEMENT: This is an agreement that allows 1 empire to colonize a planet inside another empires systems. This is not an open colonization, but rather the agreement allows a specified planet to be colonized.

1. Allows you to specify and receive permission to colonize a planet in a system 'owned' by another empire.
2. Allows for you to move to and from the colony without harrassment, and keep a small defensive fleet present.
3. With the agreement, negative modifiers to diplomacy that would normally occur are eliminated.

ADVANCED TRADE AGREEMENT: This is a higher level of the free trade agreement.

1. Gives a 'trade bonus' to both empires.
2. Allows for the automatic trading of rare resources.
3. Like the Alliance, this agreement is harder to achieve than its base, the free trade agreement.

MINING AGREEMENT: This agreement allows empires to build mining stations in each other's territory without penalties. The catch is the 'tarrif' that give half of the resource to the other empire.

1. Allows free and open building of mining stations in another empires territory.
2. Resource collection rate is at 50% for the building empire. The emipre that 'owns' the system where the station is built also gains a 50% extraction rate for the resources harvested.
3. No negative modifiers.
4. Another hard to acquire agreement.

TOURISM AGREEMENT: This agreement allows empires to build resorts in each others territory. 25% of the profits go to the host empire.

1. Can build resorts at any scenic location in another empire.
2. 25% of the profit goes to the host empire.
3. Mid-difficulty agreement to obtain.




Igard -> RE: Master Wishlist Thread (4/15/2010 10:28:18 PM)

@Shark7, excellent suggestions. If these were to be implemented, my enjoyment of the game would increase 100%.

Probably the most important thing for me right now is the establishment of borders around each empire. What's key, though, is that the AI still tries to encroache. There must still be some degree of contention for each system.





HsojVvad -> RE: Master Wishlist Thread (4/15/2010 11:23:44 PM)

Can we have a different quick save slot? I love now that we can quick save, but I don't like how it goes over the last saved game file. Maybe in the future when ever we quick save there will be a separte file just for quick saves?




Elrohir525 -> RE: Master Wishlist Thread (4/15/2010 11:32:30 PM)

I'd like to support the requests I've seen for adding the ability to mass-delete in the design screen.




taltamir -> RE: Master Wishlist Thread (4/16/2010 12:12:56 AM)

quote:

ORIGINAL: Davor

Can we have a different quick save slot? I love now that we can quick save, but I don't like how it goes over the last saved game file. Maybe in the future when ever we quick save there will be a separte file just for quick saves?


quicksave creates 5 separate slots which are rotated. Does it only make 1 for you?
EDIT: nevermind, I am referring to AUTOSAVE... quicksave just overwrites your last save with current data.




HsojVvad -> RE: Master Wishlist Thread (4/16/2010 12:35:26 AM)

I also noticed it's what ever the last save is. Be it the one you saved or the Autosave. What ever is last, and you quick save that is the one it goes to.




martok -> RE: Master Wishlist Thread (4/16/2010 5:13:22 AM)

Credit goes to Davor for the original idea/suggestion:

It would be nice if resupply ships could be set to automatically fill up their fuel tanks. Perhaps an option for multiple types of fuel as well?



An idea of my own (actually, it's probably already been suggested here, but I just don't have the patience to check the entire thread):

I'd love to see an alliance/diplomatic victory, wherein you can win if you're allied with all the empires still remaining in the game. Of all the victory types common to 4x games, this strikes me as the one DW should most have.






Fishman -> RE: Master Wishlist Thread (4/16/2010 5:20:55 AM)

quote:

ORIGINAL: Tycow

Ability to force shipyards to start building a military ship, should there be a civilian ship being currently built there.
My suggestion is simply to change the system so that any player-ordered military construction or construction from an active unit automatically receives priority over the 300 civilian freighter orders on the shipyard queue, and those items just get pushed down by actual serious player orders.




Webbco -> RE: Master Wishlist Thread (4/16/2010 3:22:28 PM)

When an advisor suggests a list of ships to be built and you don't want 3 troop carriers but the 5 cruisers would come in handy (for example), have an option to select PARTS of the suggestion rather than the whole package.






2guncohen -> RE: Master Wishlist Thread (4/16/2010 3:41:47 PM)

Ingame

Req, More Space Monsters / Flora
Req, Making Wormholes =  To move instantly from point A to point B
Req, Events ? On a planetary scale, universal scale ? Unit specific event ?
Req, More different planetary units ? Specialised units ? Boarding Shutles ?
Req, A spacefighter Carier  ? => This would be extremely sweet ?


Mod

Req, An updated Manuel for new people how to modify planets ectra.
And some more details how to modify in the filles for music.






Grotius -> RE: Master Wishlist Thread (4/16/2010 4:42:51 PM)

My wishlist:

1. A more detailed and interesting tech tree, perhaps with techs that don't always appear in a given game or that vary more from race to race. More techs, that take longer to research.

2. The text screens with the Milky Way background are a bit hard to read -- the white against the white-core-of-galaxy in particular. Perhaps a more uniform background, or a different font color, would help.

EDIT: Forgot a third:

3. Something to make it more interesting to decide where to build research facilities. Right now, the black hole is such an obvious best choice that it makes no sense to build anywhere else. Perhaps there should be more tradeoffs for the higher-bonus spots, like black holes. Perhaps gradual disintegration of the facility or something.

In general, I think tech is something that calls for more depth. It's a "strategic" consideration, the sort of thing the game design generally leaves to us. But as is, there just aren't that many interesting decisions related to tech.




Habadacus -> RE: Master Wishlist Thread (4/16/2010 5:06:19 PM)

Please re-skin any dialog windows in the game that come up with the standard windows borders. Also, prevent the standard windows 'ding' sound from playing for any reason. These two things instantly kill my immersion anytime they happen and make the game feel amateur and shareware-y.

And PLEASE fix the fonts that are so ugly and hard to read. Text in this game is so ugly it literally hurts.




n01487477 -> RE: Master Wishlist Thread (4/16/2010 5:10:41 PM)


quote:

ORIGINAL: Grotius

My wishlist:

1. A more detailed and interesting tech tree, perhaps with techs that don't always appear in a given game or that vary more from race to race. More techs, that take longer to research.

...
3. Something to make it more interesting to decide where to build research facilities. Right now, the black hole is such an obvious best choice that it makes no sense to build anywhere else. Perhaps there should be more tradeoffs for the higher-bonus spots, like black holes. Perhaps gradual disintegration of the facility or something.

In general, I think tech is something that calls for more depth. It's a "strategic" consideration, the sort of thing the game design generally leaves to us. But as is, there just aren't that many interesting decisions related to tech.

Yep, totally agree with this and other threads calling for a slowing down of tech accomplishment, there is no real feeling of cool I'm about to get new shields... rather damn, I've got to upgrade again before the next tech breakthrough which might be in a few mins ...

I really do love what Aurora does with tech ... almost how it should be (although I'd really like a system of proposal and design specs too)

...




Fulgaris -> RE: Master Wishlist Thread (4/16/2010 9:01:33 PM)

I tend to notice that I have moments of inopportune non-pausing or unpausing. For instance, I'll be in the middle of a battle, and a diplomatic screen pops up and I have to deal with this, even though the game does not pause by itself.

Elsewise, when I go into other screens, pause the game previously, and then open up, say, the Intelligence agent screen, the game unpauses itself and continues to play on in the background.

Anyway, it should be standard that if I pause the game, I don't bloody want it unpaused. And also, the game should pause when any major pop-ups come up that interfere with the main gameplay.




HsojVvad -> RE: Master Wishlist Thread (4/16/2010 9:09:54 PM)

For an expanion, I would love to have new different types of races. I would love a Meklar type race or a Droid type race like in Star Wars. What about an avain race as well? I would like characteristics of an alien race be moddified into ground combat as well. Just like you know Klingons would be better at ground combat than other races.

How about when harvesting recourses on a planet with alien life, the alien life if they don't like you, fights back. If they fight back, you can't collect resources from that planet. How about if you take the planet by force there is a good chance that planet can rebel if not enough troops are put on the planet then.




Bloodly -> RE: Master Wishlist Thread (4/16/2010 9:52:18 PM)

The current battle system is very focused on ship speed and weapon range. This destroys the use of about half the weapons tech-tree, even supposed upgrades, because they have inferior range to others that may be inferior. I think a lot of weapons could do with adjusting either in position the tree or values for range, damage, etc.




Fulgaris -> RE: Master Wishlist Thread (4/17/2010 6:29:38 AM)

The game needs to be able to be loaded much more quickly. On my computer, more graphical heavyweight games such as Crysis, Oblivion, Mass Effect, etc. load up much more quickly...as in quite significantly. If we want to go to the lower graphical ones with dense calculations, Dwarf Fortress runs fine as well.

Anyway, the loading times are atrocious and need to be sped up, and I'm talking about the actual program, not necessarily save games. Saves load relatively fine.




Fishman -> RE: Master Wishlist Thread (4/17/2010 6:57:08 AM)

quote:

ORIGINAL: Bloodly

The current battle system is very focused on ship speed and weapon range.
How's that wrong? That's a natural consequence of combat in an environment devoid of cover and holds true in both real life and basically every real-time game ever made, where the movement step you can take does not permit you to "warp" into range. This is like complaining that on the open steppe, you get eaten alive by Mongol horse archers. If you have superior range, and super speed, you have already won. Period.




Bloodly -> RE: Master Wishlist Thread (4/17/2010 9:47:06 AM)

You jumped on the wrong issue.

The problem is significant parts of the weapon tech tree, even supposed 'upgrades', are rendered worthless because their range doesn't match up to those that came before. It's like you reasearch one step forward, then two steps back-you'll never use certain pieces, and researching them is a waste, only a stepping stone.

Let's give an example-From the start, you usually get the Maxos Blaster-190 range. The next step is the Concussion Beam-320. After that is the Maxos S2-280 range. The Maxos2 is rendered useless despite minimally higher damage over the Concussion Beam due to range issues, but it's supposedly the next step over the Concussion Beam. You'll have to go to the Design screen and make sure all of them are Concussion and not Maxos manually. Much clicking. Really, it should go Maxos-Maxos2-Concussion. This sort of thing occurs with Torpedos, too, and it's even worse because the game makes no distinction between ship-to-ship and colony bombardment torpedoes. So your latest torpedo you're putting on(Usually by 'Upgrade selected') could be entirely useless. Again, you'll have to manually check and replace.

It's that sort of thing I wish to be changed, either by swapping things around on the research tree, or just changing a few range values. I don't want the combat to change at all.

While we're on the subject, some sort of 'replace all' or 'Replace with' right click in the design menu could be of interest.




martok -> RE: Master Wishlist Thread (4/17/2010 11:06:19 AM)

quote:

ORIGINAL: Fulgaris

The game needs to be able to be loaded much more quickly. On my computer, more graphical heavyweight games such as Crysis, Oblivion, Mass Effect, etc. load up much more quickly...as in quite significantly. If we want to go to the lower graphical ones with dense calculations, Dwarf Fortress runs fine as well.

Anyway, the loading times are atrocious and need to be sped up, and I'm talking about the actual program, not necessarily save games. Saves load relatively fine.


I second this one as well. The game takes forever to fire up on my computer; and while I don't have anywhere near the fastest rig around, neither is it that slow. It doesn't seem like it should take several minutes just to load up the game's main menu.

Of course, given everything DW has to load up, maybe this can't be helped. But if it can, I'd sure love to see an improvement in this area!






SiempreCiego -> RE: Master Wishlist Thread (4/17/2010 12:07:03 PM)

I would like too see planets/gas giants/asteriod belts with monsters/pirates tagged with warnings, so that private vessels stop simply returning there to harvest resources. It would also give automated fleets priority tasks to do instead of simply waiting in orbit around their base locations.

Also it would be nice if there were tech option to radically change your empire. Many have already mentioned orbitals and such. What about socialogical/cultural tech that does away with 'free' trade or allows for 'basic' resources to be 'created' instead of havested/mined.




Cheet4h -> RE: Master Wishlist Thread (4/17/2010 1:43:06 PM)

About the loading issue:
In the game TES IV: Oblivion the loading is shorter, the longer you watch the credits of the publisher, creator and so on. If you watch them all there is no loading, if your computer is fast enough.
I think this is done by loading the game in the background while the vid's play.
What about creating some videos, which contain Hints, Strategies and so on, which have a length of up to 2 minutes?
These could even be created by the community, so the dev doesn't need to do all the work. We already got a "Did you know..." thread.
These videos could be loaded at the beginning of the loading process in it's own process, like a bk fullscreen-vid.
Also everybody could download new vid's easily, as they would only need adding in a specific folder.




Fishman -> RE: Master Wishlist Thread (4/17/2010 3:12:14 PM)

quote:

ORIGINAL: Cheet4h

About the loading issue:
In the game TES IV: Oblivion the loading is shorter, the longer you watch the credits of the publisher, creator and so on. If you watch them all there is no loading, if your computer is fast enough.
Not true. Most games just waste your time with those videos, and I don't recall Oblivion being different. Deleting the videos causes the game to go straight to the business of loading, whereas watching them just causes the game to do nothing while you watch.




Sliverine -> RE: Master Wishlist Thread (4/17/2010 7:03:18 PM)

will post this one the compilation as well: enable zoom while in editor mode.




Cheet4h -> RE: Master Wishlist Thread (4/17/2010 8:08:09 PM)


quote:

ORIGINAL: Fishman

quote:

ORIGINAL: Cheet4h

About the loading issue:
In the game TES IV: Oblivion the loading is shorter, the longer you watch the credits of the publisher, creator and so on. If you watch them all there is no loading, if your computer is fast enough.
Not true. Most games just waste your time with those videos, and I don't recall Oblivion being different. Deleting the videos causes the game to go straight to the business of loading, whereas watching them just causes the game to do nothing while you watch.



Hm. That's strange. If i press escape immediately after the videos started, i got a load time of about 20 seconds. But if i wait until the Bethesda-movie finishes and then abort it's just 3 - 5 seconds...

I will try this again when back home, but i really believe it worked this way...




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