RE: Master Wishlist Thread (Full Version)

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fierceking -> RE: Master Wishlist Thread (10/20/2014 8:17:57 PM)

I want to help fix Tech Trading and I think I have a partial solution.


This is a sample from my mod and lists the research the AI will follow during the game.


quote:


WeaponsResearchProjectOrder ;6, 67, 33, 7, 324, 48, 34, 530, 344, 346, 57, 531, 313, 309, 22, 336, 792, 330, 68, 503, 16, 58, 63, 49, 318, 355, 532, 50, 39, 722, 23, 19, 51, 275, 533, 319, 297, 356, 743, 276, 64, 321, 370, 534, 725, 299, 40, 357, 535, 358, 327, 52, 314, 21, 536, 744, 537, 572, 45, 793, 504, 727, 277, 59, 300, 41, 18, 750, 768, 46, 60, 573, 654, 273, 328, 54, 315, 65, 729, 813, 814, 794, 371, 693, 675, 618, 35, 61, 815, 745, 278, 55, 316, 694, 731, 66, 62, 662, 695, 506, 816, 279, 672, 511, 508, 20, 406, 325, 329, 795, 746, 665, 666, 565, 512, 817, 796, 43, 676, 619, 673, 667, 668, 297, 299, 769, 574, 300, 663, 485, 510, 513, 818, 797, 770, 326, 281, 747, 669, 670, 751, 748, 678, 679, 676, 680, 664, 723, 677, 681, 620, 671, 44, 698, 819, 659, 674, 699, 798, 771, 752, 749, 753, 700

EnergyResearchProjectOrder ; 95, 123, 850, 363, 166, 133, 74, 96, 851, 280, 415, 852, 92, 822, 167, 853, 134, 361, 160, 75, 145, 172, 93, 823, 139, 854, 824, 80, 120, 135, 97, 103, 161, 131, 855, 98, 99, 81, 100, 825, 124, 419, 826, 856, 71, 162, 82, 931, 132, 857, 125, 121, 827, 858, 471, 94, 949, 101, 173, 478, 147, 102, 859, 122, 126, 298, 473, 828, 950, 135, 148, 896, 887, 465, 932, 434, 149, 860, 829, 907, 897, 861, 437, 466, 150, 435, 933, 908, 934, 930, 935, 831, 951, 843, 844

HighTechResearchProjectOrder ; 227, 249, 395, 235, 253, 222, 221, 224, 220, 226, 225, 345, 396, 269, 188, 182, 966, 262, 212, 283, 967, 189, 183, 398, 391, 968, 270, 245, 204, 228, 250, 263, 254, 969, 190, 184, 191, 185, 264, 397, 386, 271, 246, 284, 236, 205, 265, 970, 392, 223, 282, 192, 186, 251, 255, 242, 436, 266, 971, 213, 199, 206, 207, 252, 256, 247, 214, 267, 193, 187, 982, 439, 457, 460, 405, 229, 239, 440, 972, 445, 443, 458, 461, 243, 231, 446, 444, 983, 989, 459, 462, 208, 393, 215, 973, 990, 238, 994, 248, 201, 216, 209, 230, 240, 995, 244, 449, 447, 456, 404, 400, 401, 403, 402, 424, 217, 210, 448, 450, 425, 218, 203, 394, 211, 453, 451, 452, 455, 426



These are what the AI needs to progress in the game. Since now we know what the AI needs, we can then use these numbers as a check when trading.

The problem with tech trading is that it's pretty much considered as a way to cheat since you can trade any tech you want to the stupid AI for huge amounts of cash. But since we know what the AI needs from this list of numbers, we can now fix this.

During a trade, The AI will check these numbers and see if you have any of these that it needs. If you don't have any of the ones listed above, then no trade can occur. So as the player, you can't trade your Area weapon tech which the AI doesn't need for huge sums of money. If a trade occurs then both the player and the AI will benefit from the trade and not just the player.


With this solution, the AI can then trade with other AI, since they now have a list of what they need. And since the AI can now trade without restriction, the player can do the same without feeling like they are cheating. Since we now know that both parties will benefit from the trade.

This will give DW - Universe a new layer of playability where the player can wheel and deal their way to get better techs without thinking that tech trading isall about cheating.




sedmi patuljak -> RE: Master Wishlist Thread (11/9/2014 6:23:49 PM)

We can see demographics for planets, but there is no demographics tab to tell us how many different races lives in empire and their number. Only information available is total number of citizens and total number of citizens that belong to the ruling race.




catweasel -> RE: Master Wishlist Thread (12/10/2014 7:18:45 AM)

More information when AI proposes a deal in order to accept /reject it. Currently I e.g. get "We like to trade mining station Alpha (C4), Beta (H7) and Gamma (A2) for Foo Monitoring Station (G7)". As this prompt blocks the screen, it's almost impossible to find out what the offered stations are mining, so I always end up in writing down the details, rejecting the deal, then research about the stations mentioned and re-propose the deal again later.
Modifing the UI to list the stations individually with option to "go to station" would simplying things a lot. Same for all diplomatic deals, a more easy way to find out about the underlying numbers would help a lot.




Von Roon -> RE: Master Wishlist Thread (12/16/2014 11:31:57 PM)

Haven't read through all 62 prior pages so this may be a duplicate. I'd like to see more information about the status of things. For example, I'd like to be able to see ships building by type, status, and projected completion date on a separate window instead of hunting my shipyards. I'd also like to see some more organization to the expansion planner window. It would be nice to be able, after selecting a given resource, to be able to rank the lists of locations by the percentage of the resource present (100 - 1). It would also be nice to look at projected ship classes or refits by ranked order of the resources a build or refit would take with some indication of quantity -- either for the refit or an individual ship. Being able to go from items on the sidebar to the map in the same way as clicking on the lower left window would be nice.

No griping here -- it's a great game.




aaatoysandmore -> RE: Master Wishlist Thread (12/24/2014 6:59:38 AM)


quote:

ORIGINAL: fierceking

I want to help fix Tech Trading and I think I have a partial solution.


This is a sample from my mod and lists the research the AI will follow during the game.


quote:


WeaponsResearchProjectOrder ;6, 67, 33, 7, 324, 48, 34, 530, 344, 346, 57, 531, 313, 309, 22, 336, 792, 330, 68, 503, 16, 58, 63, 49, 318, 355, 532, 50, 39, 722, 23, 19, 51, 275, 533, 319, 297, 356, 743, 276, 64, 321, 370, 534, 725, 299, 40, 357, 535, 358, 327, 52, 314, 21, 536, 744, 537, 572, 45, 793, 504, 727, 277, 59, 300, 41, 18, 750, 768, 46, 60, 573, 654, 273, 328, 54, 315, 65, 729, 813, 814, 794, 371, 693, 675, 618, 35, 61, 815, 745, 278, 55, 316, 694, 731, 66, 62, 662, 695, 506, 816, 279, 672, 511, 508, 20, 406, 325, 329, 795, 746, 665, 666, 565, 512, 817, 796, 43, 676, 619, 673, 667, 668, 297, 299, 769, 574, 300, 663, 485, 510, 513, 818, 797, 770, 326, 281, 747, 669, 670, 751, 748, 678, 679, 676, 680, 664, 723, 677, 681, 620, 671, 44, 698, 819, 659, 674, 699, 798, 771, 752, 749, 753, 700

EnergyResearchProjectOrder ; 95, 123, 850, 363, 166, 133, 74, 96, 851, 280, 415, 852, 92, 822, 167, 853, 134, 361, 160, 75, 145, 172, 93, 823, 139, 854, 824, 80, 120, 135, 97, 103, 161, 131, 855, 98, 99, 81, 100, 825, 124, 419, 826, 856, 71, 162, 82, 931, 132, 857, 125, 121, 827, 858, 471, 94, 949, 101, 173, 478, 147, 102, 859, 122, 126, 298, 473, 828, 950, 135, 148, 896, 887, 465, 932, 434, 149, 860, 829, 907, 897, 861, 437, 466, 150, 435, 933, 908, 934, 930, 935, 831, 951, 843, 844

HighTechResearchProjectOrder ; 227, 249, 395, 235, 253, 222, 221, 224, 220, 226, 225, 345, 396, 269, 188, 182, 966, 262, 212, 283, 967, 189, 183, 398, 391, 968, 270, 245, 204, 228, 250, 263, 254, 969, 190, 184, 191, 185, 264, 397, 386, 271, 246, 284, 236, 205, 265, 970, 392, 223, 282, 192, 186, 251, 255, 242, 436, 266, 971, 213, 199, 206, 207, 252, 256, 247, 214, 267, 193, 187, 982, 439, 457, 460, 405, 229, 239, 440, 972, 445, 443, 458, 461, 243, 231, 446, 444, 983, 989, 459, 462, 208, 393, 215, 973, 990, 238, 994, 248, 201, 216, 209, 230, 240, 995, 244, 449, 447, 456, 404, 400, 401, 403, 402, 424, 217, 210, 448, 450, 425, 218, 203, 394, 211, 453, 451, 452, 455, 426



These are what the AI needs to progress in the game. Since now we know what the AI needs, we can then use these numbers as a check when trading.

The problem with tech trading is that it's pretty much considered as a way to cheat since you can trade any tech you want to the stupid AI for huge amounts of cash. But since we know what the AI needs from this list of numbers, we can now fix this.

During a trade, The AI will check these numbers and see if you have any of these that it needs. If you don't have any of the ones listed above, then no trade can occur. So as the player, you can't trade your Area weapon tech which the AI doesn't need for huge sums of money. If a trade occurs then both the player and the AI will benefit from the trade and not just the player.


With this solution, the AI can then trade with other AI, since they now have a list of what they need. And since the AI can now trade without restriction, the player can do the same without feeling like they are cheating. Since we now know that both parties will benefit from the trade.

This will give DW - Universe a new layer of playability where the player can wheel and deal their way to get better techs without thinking that tech trading isall about cheating.


I never tech trade as this is a form of cheating to me. I will trade MY techs to the AI for mining rights or something but never for another tech I don't have. Makes for good games when one doesn't cheat.




fierceking -> RE: Master Wishlist Thread (12/25/2014 5:56:20 PM)


quote:

ORIGINAL: aaatoysandmore


quote:

ORIGINAL: fierceking

I want to help fix Tech Trading and I think I have a partial solution.


This is a sample from my mod and lists the research the AI will follow during the game.


quote:


WeaponsResearchProjectOrder ;6, 67, 33, 7, 324, 48, 34, 530, 344, 346, 57, 531, 313, 309, 22, 336, 792, 330, 68, 503, 16, 58, 63, 49, 318, 355, 532, 50, 39, 722, 23, 19, 51, 275, 533, 319, 297, 356, 743, 276, 64, 321, 370, 534, 725, 299, 40, 357, 535, 358, 327, 52, 314, 21, 536, 744, 537, 572, 45, 793, 504, 727, 277, 59, 300, 41, 18, 750, 768, 46, 60, 573, 654, 273, 328, 54, 315, 65, 729, 813, 814, 794, 371, 693, 675, 618, 35, 61, 815, 745, 278, 55, 316, 694, 731, 66, 62, 662, 695, 506, 816, 279, 672, 511, 508, 20, 406, 325, 329, 795, 746, 665, 666, 565, 512, 817, 796, 43, 676, 619, 673, 667, 668, 297, 299, 769, 574, 300, 663, 485, 510, 513, 818, 797, 770, 326, 281, 747, 669, 670, 751, 748, 678, 679, 676, 680, 664, 723, 677, 681, 620, 671, 44, 698, 819, 659, 674, 699, 798, 771, 752, 749, 753, 700

EnergyResearchProjectOrder ; 95, 123, 850, 363, 166, 133, 74, 96, 851, 280, 415, 852, 92, 822, 167, 853, 134, 361, 160, 75, 145, 172, 93, 823, 139, 854, 824, 80, 120, 135, 97, 103, 161, 131, 855, 98, 99, 81, 100, 825, 124, 419, 826, 856, 71, 162, 82, 931, 132, 857, 125, 121, 827, 858, 471, 94, 949, 101, 173, 478, 147, 102, 859, 122, 126, 298, 473, 828, 950, 135, 148, 896, 887, 465, 932, 434, 149, 860, 829, 907, 897, 861, 437, 466, 150, 435, 933, 908, 934, 930, 935, 831, 951, 843, 844

HighTechResearchProjectOrder ; 227, 249, 395, 235, 253, 222, 221, 224, 220, 226, 225, 345, 396, 269, 188, 182, 966, 262, 212, 283, 967, 189, 183, 398, 391, 968, 270, 245, 204, 228, 250, 263, 254, 969, 190, 184, 191, 185, 264, 397, 386, 271, 246, 284, 236, 205, 265, 970, 392, 223, 282, 192, 186, 251, 255, 242, 436, 266, 971, 213, 199, 206, 207, 252, 256, 247, 214, 267, 193, 187, 982, 439, 457, 460, 405, 229, 239, 440, 972, 445, 443, 458, 461, 243, 231, 446, 444, 983, 989, 459, 462, 208, 393, 215, 973, 990, 238, 994, 248, 201, 216, 209, 230, 240, 995, 244, 449, 447, 456, 404, 400, 401, 403, 402, 424, 217, 210, 448, 450, 425, 218, 203, 394, 211, 453, 451, 452, 455, 426



These are what the AI needs to progress in the game. Since now we know what the AI needs, we can then use these numbers as a check when trading.

The problem with tech trading is that it's pretty much considered as a way to cheat since you can trade any tech you want to the stupid AI for huge amounts of cash. But since we know what the AI needs from this list of numbers, we can now fix this.

During a trade, The AI will check these numbers and see if you have any of these that it needs. If you don't have any of the ones listed above, then no trade can occur. So as the player, you can't trade your Area weapon tech which the AI doesn't need for huge sums of money. If a trade occurs then both the player and the AI will benefit from the trade and not just the player.


With this solution, the AI can then trade with other AI, since they now have a list of what they need. And since the AI can now trade without restriction, the player can do the same without feeling like they are cheating. Since we now know that both parties will benefit from the trade.

This will give DW - Universe a new layer of playability where the player can wheel and deal their way to get better techs without thinking that tech trading isall about cheating.


I never tech trade as this is a form of cheating to me. I will trade MY techs to the AI for mining rights or something but never for another tech I don't have. Makes for good games when one doesn't cheat.


You obviously don't understand what I posted. The solution I provided fixes the problem of players thinking tech trading as cheating.

My solution makes it so that you cant' cheat from the trade so you can do as many tech trading as you want.




Premislaus -> RE: Master Wishlist Thread (12/26/2014 2:08:12 AM)

The ability to indicate what weapons be used in automatic projects. For example, phasers instead of lasers or missiles for escorts, torpedoes for frigates, etc.




MasterChief -> my two cents (12/26/2014 8:03:42 PM)

I did a quick search and didn't find anything similar so here it goes...

Wish 1 - Ability to define planets, star systems and even sectors "off limits" to my own units. For example, I know that a particular system is infested with silver mist or heavy concentration of kaltors. I can quarantine it until prepared to deal with the threat. Or, if a race declares war, I can designate it's territories "off limits" to my non-military war ships.

Wish 2 - Be able to claim a planet or system as my own, even though it is outside my zone of influence. Of course, other race's characteristics or strategic concerns may mean I have to fight to preserve my claim [;)]

Wish 3 - Incursions into other races territories (raids, building mining facilities, capturing colonies) can be done without declaring war. Of course these actions most assuredly COULD lead to war, or at the least reprisals.




bluestrike15 -> RE: Master Wishlist Thread (12/29/2014 7:39:43 PM)

Wish 1: Have an option if new empires starting from independents start with standard techs or pre-warp techs

Wish 2: In the design interface, allow us to set up which components will be built first in each design




Grauer_Wolf -> RE: Master Wishlist Thread (1/2/2015 11:31:02 AM)

The biggest wish : a german tanslation for the Universe edition !

That would be wonderful !!!!

[&o][&o][&o]




BeerW0lf -> RE: Master Wishlist Thread (1/6/2015 11:21:12 AM)

Since I've stopped using Windows all together last summer, my top wish would be a native Linux port. Clearly this is not possible, so a some support for Wine would be acceptable. [sm=innocent0001.gif]




EsoEs -> RE: Master Wishlist Thread (1/15/2015 3:20:33 PM)

Not sure if this has been requested before, but I would very much like to add a "System Name" column to the expansion planner window. Often I'll have my construction ships mine all the planets I want in 1 system, then move on to a different system. The problem is if I sort in the Expansion Planner by name, there are often planets and moons NOT named after the system they are located in, and there is no way currently to sort by System Name.




Sabretooth -> RE: Master Wishlist Thread (1/25/2015 2:58:48 PM)

I'd think translating can be done as a mod ;)
So, being a native german speaker myself I've really considered this, but currently I don't have enough time available, sry :(




Icemania -> RE: Master Wishlist Thread (1/26/2015 4:32:37 AM)

quote:

ORIGINAL: fierceking

I want to help fix Tech Trading and I think I have a partial solution.

This is a sample from my mod and lists the research the AI will follow during the game.

quote:


WeaponsResearchProjectOrder ;6, 67, 33, 7, 324, 48, 34, 530, 344, 346, 57, 531, 313, 309, 22, 336, 792, 330, 68, 503, 16, 58, 63, 49, 318, 355, 532, 50, 39, 722, 23, 19, 51, 275, 533, 319, 297, 356, 743, 276, 64, 321, 370, 534, 725, 299, 40, 357, 535, 358, 327, 52, 314, 21, 536, 744, 537, 572, 45, 793, 504, 727, 277, 59, 300, 41, 18, 750, 768, 46, 60, 573, 654, 273, 328, 54, 315, 65, 729, 813, 814, 794, 371, 693, 675, 618, 35, 61, 815, 745, 278, 55, 316, 694, 731, 66, 62, 662, 695, 506, 816, 279, 672, 511, 508, 20, 406, 325, 329, 795, 746, 665, 666, 565, 512, 817, 796, 43, 676, 619, 673, 667, 668, 297, 299, 769, 574, 300, 663, 485, 510, 513, 818, 797, 770, 326, 281, 747, 669, 670, 751, 748, 678, 679, 676, 680, 664, 723, 677, 681, 620, 671, 44, 698, 819, 659, 674, 699, 798, 771, 752, 749, 753, 700

EnergyResearchProjectOrder ; 95, 123, 850, 363, 166, 133, 74, 96, 851, 280, 415, 852, 92, 822, 167, 853, 134, 361, 160, 75, 145, 172, 93, 823, 139, 854, 824, 80, 120, 135, 97, 103, 161, 131, 855, 98, 99, 81, 100, 825, 124, 419, 826, 856, 71, 162, 82, 931, 132, 857, 125, 121, 827, 858, 471, 94, 949, 101, 173, 478, 147, 102, 859, 122, 126, 298, 473, 828, 950, 135, 148, 896, 887, 465, 932, 434, 149, 860, 829, 907, 897, 861, 437, 466, 150, 435, 933, 908, 934, 930, 935, 831, 951, 843, 844

HighTechResearchProjectOrder ; 227, 249, 395, 235, 253, 222, 221, 224, 220, 226, 225, 345, 396, 269, 188, 182, 966, 262, 212, 283, 967, 189, 183, 398, 391, 968, 270, 245, 204, 228, 250, 263, 254, 969, 190, 184, 191, 185, 264, 397, 386, 271, 246, 284, 236, 205, 265, 970, 392, 223, 282, 192, 186, 251, 255, 242, 436, 266, 971, 213, 199, 206, 207, 252, 256, 247, 214, 267, 193, 187, 982, 439, 457, 460, 405, 229, 239, 440, 972, 445, 443, 458, 461, 243, 231, 446, 444, 983, 989, 459, 462, 208, 393, 215, 973, 990, 238, 994, 248, 201, 216, 209, 230, 240, 995, 244, 449, 447, 456, 404, 400, 401, 403, 402, 424, 217, 210, 448, 450, 425, 218, 203, 394, 211, 453, 451, 452, 455, 426



These are what the AI needs to progress in the game. Since now we know what the AI needs, we can then use these numbers as a check when trading.

The problem with tech trading is that it's pretty much considered as a way to cheat since you can trade any tech you want to the stupid AI for huge amounts of cash. But since we know what the AI needs from this list of numbers, we can now fix this.

During a trade, The AI will check these numbers and see if you have any of these that it needs. If you don't have any of the ones listed above, then no trade can occur. So as the player, you can't trade your Area weapon tech which the AI doesn't need for huge sums of money. If a trade occurs then both the player and the AI will benefit from the trade and not just the player.


With this solution, the AI can then trade with other AI, since they now have a list of what they need. And since the AI can now trade without restriction, the player can do the same without feeling like they are cheating. Since we now know that both parties will benefit from the trade.

This will give DW - Universe a new layer of playability where the player can wheel and deal their way to get better techs without thinking that tech trading isall about cheating.

This is a really good idea, I have research orders in the AI Improvement Mod also. It doesn't sound hard to implement either. I would still ban technology selling (or better yet finally fix it), even with this it could single handedly fund an empire, but at least technology trading would be more meaningful. The AI also isn't active enough in trading with others.




jagdwolf -> RE: Master Wishlist Thread (2/3/2015 9:10:41 PM)

Apologies if this has been brought up before, but the one thing I'd like to see added most of all is the ability to set Racial policy by sub-group rather than just "us" and "not us".




sorrowinrain -> RE: Master Wishlist Thread (2/16/2015 8:02:46 AM)

Sorry if this is duplicate but could u guys please change the subjugated dominion? I think subjugated empire must tribute income to their master, declare war against their master enemy, give their master research. It's really anoy when your advicer advice you do declare war against your subjugated empire just because they are useless




PWOFalcon -> RE: Master Wishlist Thread (2/22/2015 12:46:12 AM)

1) More planet buildings (Like Space Elevators, schools, military barracks, etc)
2) Able to have many different deigns for ship classes. Subclasses for Frigates for example. (One designed for combat, patrolling, defense etc)
3) Able to build building on ally planets (Like Army bases, Embassies, etc)
4) More ship types (Like recon ship (Mission to spy and sneak into enemy systems. Not like the exploration ships), fleet logistic ships (supply your fleets and bases with ammo and fuel), Command Ships (A ship meant to help large fleet operations) Electric Warfare ships, etc)
5)Ability to make your own government, leaders, what kind of government you have (and the pros and cons it offers)
6) More types of natural recourses
7) More trade (trade colonies to), treaty and diplomacy options. Invest into allied colonies development maybe
8) Able to engaged in diplomacy options with independent planets. Maybe have them as local allies, trade, treaties, etc.
9) Have far more techs options each race having its own kind of special techs to.
10) More options for Army Battalions. Like bundle them up into Division (6 Infantry, 2 tanks, 1 artillery and 1 SF for example). SO when you tell your transport ships to collect units, they can pick up the Division lay out you want. This also will allow you to keep a defense for of your own deign at home.
11) More and better character avatar designs.




VorteeX -> RE: Master Wishlist Thread (3/15/2015 5:52:06 PM)

Option to set amount of stored resources, same as for trops. Let say i'm build forward starbase where is no caslon around so no fuel. Let me set amount of caslon for this starbase to 50000 for example to force private sector to bring more caslon/fuel to this location (mean default+50000), more then ordynary starbase at least.




mordachai -> RE: Master Wishlist Thread (3/27/2015 6:36:47 PM)

The research-orders for AI seems horribly fragile to me. Change almost anything in research.txt, and those orders are yesterdays leftovers.

I'd far prefer to see a mechanism that prioritized various technologies along with automatic prioritization based on the designtemplates for that race. So the game engine starts up, reads the race's augmented list of priorities, and reads its designtemplates, and then has a pretty solid list of priorities to pursue.

Perahps even better: specify just a few tech-goals. Then the AI can figure out how to get there along the way, and the goals can have priority weightings. Even less subject to changes to research.txt, even more likely to remain stable and helpful to the AIs.

Now I can add/change the research.txt without having to worry 1/8th as much (assuming I don't go nuts on breaking non-ship-techonogy parts of the tree).




mordachai -> RE: Master Wishlist Thread (3/27/2015 6:45:11 PM)

In lieu of saving ship designs, I'd like to be able to save player-based ship templates. Basically, prioritization lists very similar to the designtemplate files, but for me as a player, rather than having to edit the race ones.

So when I play the game, I can choose to "load" some set of designtemplates of my own (regardless of the race I'm currently playing), and then the automatic ship design system would - from that point forward until I load something different - use my templates instead of the race ones.

Taking this idea further:

1) improve the designtemplate file format to give more categories of weapons (especially useful if the modder can define such categories so that the design templates can be set to build mod-speicific weapon-line into a ship).

2) give the user an in-game interface for specifying this type of information, as an alternative option to designing a specific ship, they can update the template for it.

3) the ship designer interface should have a button for "verify & adjust" - which trims excess HAB modules or adds them as needed. Not sure if there are other automatic things that could happen that would universally make sense - but certianly the ability to auto-update the # life support & hab modules w/o having to force the player to literally + each one until the warnings leave, or subtract them one at a time until the warning does reappear, is ... silly.




mordachai -> RE: Master Wishlist Thread (3/27/2015 6:55:57 PM)

An improvement over designtemplates: meta-templates: some sort of prioritization list, comprised of:

0. Target size (with an option to scale with improved construction tech)
1. Energy line to use: (best, casalon, hydrogen)
2. A list of static components. If I/AI has the tech for it, each of these are added.
3. Movement targets:
>a. Target range (this will dictate how many energy storage modules to include, once engines are known)
>b. Target thrust speed (how many thrusters)
>c. Target maneuverability (how many maneuvering thrusters)
4. With the remaining "discretionary space" on the ship:
>a. %shields
>b. %armor
>c. %[weapon-class-1]
>d. %[weapon-class-2]
>e. %any-other-component-type
>f. ...etc.

NOTE: should have a way to specify which components should be considered "mandatory" to this design. So if not available (or not able to include at least X many or Y%, don't design this type of ship.)

So, the game designs the ship with each of these things in turn, which derives the total discretionary space available, and then it distributes that space according to the meta-template's specs. As the discrtionary space is updated, HAB and life-support at automatically adjusted, and back-filled accordingly.

I'm sure that more details and ehancements might be arrived at when implementing something like this. But it:

A) Eliminates any fragility from the designtemplates.
B) Gives a meaningful way to specify designs from a high-level standpoint: How much PD? How many beam-weapons? How much Armor? Shields?
C) Fixes the AIs ability to optimize fuel cells (and any player using design automation)
D) Allows for more flexibility in trying new things without having to specify every niggling (fragile) thing...




mordachai -> RE: Master Wishlist Thread (3/29/2015 12:04:16 AM)

Option to not allow alien ships into our fleets (in Fleet Formation).

They tend to be very disruptive, sometimes needing different fuel type, or having vastly different hyper-speeds, or range.

So - a simple check box: Include Alien Ships in Fleets Y/N (default to Y, if you want the current behavior, or N, which I think is just more sensible - they're fine ships on their own, no need to put them fleets)




mordachai -> RE: Master Wishlist Thread (3/29/2015 12:12:17 AM)

Add a value for "rail gun" to fighters.txt - weapon type (this would be for an alternate interceptor)




mordachai -> RE: Master Wishlist Thread (4/3/2015 12:49:12 AM)

UI: Wish that each dialog-style interface would set the focus to the primary list entity so that scrolling the mouse wheel would immediately scroll the main list:
* Diplomacy: select your people in the list view
* Colonies: select the first colony in the list (scrolling would scroll through the colonies)
* Expansion Planner: Select the first Potential Colony
...etc.

+ AND + auto-send focus to the same list control after most other interactions. e.g.: If I change the resource filter in Expansion planner, send the focus back into the list, so that scrolling the mouse wheel moves through the list I just created, _NOT_ changes the filter (because focus was left in the filter-by drop-down).
...etc.




mordachai -> RE: Master Wishlist Thread (4/3/2015 1:14:40 AM)

The opposite of ALLOWED RACES for research.txt - EXCLUDED RACES.

Many mods are ending up having to list 36 races on the allowed line so that they can effectively exclude one or two.




mordachai -> RE: Master Wishlist Thread (4/3/2015 5:40:21 PM)

In the selected-object info-view (lower left corner) - when a fleet is selected, make the "based at" a clickable thing, so I can jump to / center on their home base. Or make it glow. Or both.

Similarly in the feet dialog - highlight a dot on the mini-galaxy map in yellow as you already do for where the fleet is, but add an (orange? blue? white?) dot for where the fleet is based at! Huge help in being able to base fleets where they're likely to be needed / provide adequate coverage.




mordachai -> RE: Master Wishlist Thread (4/3/2015 5:43:42 PM)

Add a mechanism similar to total war's reinforcement where I can choose a fleet and order reinforcements from there, that will be built wherever, and automatically come join the fleet at earliest opportunity (or they could come from unassigned ships in the area, that might be even better - if there are any, send them, if none, order more,or give player choice of either).




mordachai -> RE: Master Wishlist Thread (4/5/2015 8:19:34 PM)

Some way to mark technologies as "DO NOT USE" for our ships.

Researching a velocity shard line gets ignored repeatedly in favor of a lower-level shock torp (I assume because the shock torp has higher raw dps @ range 0). This is no way to respond to player's choices (by ignoring them). raw dps is not a good measure of a weapon (especially if all you use is dps @ r0). Let the player choose.

A rudimentary way to fix this would be:

A) Use the highest tech, period.
B) Let the player mark what techs are "obsolete" - so that the ship designer algorithms excludes those (this is preferred - more flexible and less stupid than A)




AlexD -> RE: Master Wishlist Thread (4/6/2015 4:11:42 PM)

For the more traditional rts fans who just want to be space dictator and not space engineer, it would be amazing if the concept behind fighters.txt (no components, just all the relevant ship stats in one easily modifiable document) could be expanded to allow for "fighters" that behave like regular ships:

* most importantly, can be individually selected and controlled
* ideally, could mount multiple weapons
* ideally, could be built in a spaceport, move independently of a "fighter bay," and have a build and upkeep cost in resources and/or money
* ideally, could use hyperspace

In other words, it would be great if I could create in the game files, say, several classes of frigates, destroyers, and cruisers that have fixed stats rather than components, as in sins of a solar empire or starcraft. I know this is heresy to the 4x micromanagers, and the AI in its current state wouldn't be able to manage it well but I'm not asking for the entire game to be redesigned, just the possibility added based on the pre-existing fighter system :) Even the possibility within the current fighter/fighter bay system of being able to freely choose from among different researched fighters and bombers based on their strengths and weaknesses, or alternatively add different strikecraft classes besides fighter and bomber, would be helpful. Perhaps for Distant Worlds 2.....

Also, as a middle ground between shields and armor as they're currently implemented, it would be great if there was a component, say "hull" that added to a ship's "health bar" in the same way as shields, but had full strength as soon as it was built and couldn't be knocked out by EMP. The current armor system is a little frustrating to mod because it's based on random chance rather than health and straightforward damage reduction.




EvilTom84 -> RE: Master Wishlist Thread (4/14/2015 10:54:40 AM)

OK I went through a lot of these, but didn't see what I'd like to see in a wishlist...

Overall with weapons and defences I'd prefer more of an arms race. If you meet a new race of aliens they might use energy weapons, but you don't have any shields so you find it hard to defeat them, on the other hand you have railguns/kinetic weapons that can ignore their shields, but they didn't bother building much armor. So you have to adapt quickly. I'd prefer more of a rock/paper/scissors effect (but not too far as it can get confused or cliché).

Multiple types of FTL transport.
Some may be racial, but I'd want a few at least open to all races, but be prohibitively expensive. For example
"Jump" gates that propel ships instantly between each other. Eventually this could be fitted to ships but need huge power requirements. If this uses wormhole tech (which might be distinct) then wormholes can be created permanently or that break down over time and use without a gate station there.
"Acceleration" gates that push a ship into warp in a single direction. This will mean that a ship will not need a warp drive on them, making them cheaper.
"Hyperspace" another dimension that ships disappear into and travel faster. Could be linked to jump gates or wormholes, or maybe separate. May require hyperspace beacons to allow ships to come out at certain points.
"Warp" Standard FTL drive.
"Slipstream" drive. Some kind of drive where massive convoys travel faster together with a lead ship.

Multiple types of shields
Active and Passive - Active shields are always on but draw power all the time. Passive only charge up when in battle transferring directly from the stores.
Conversion fields - energy hitting the shields is converted into power for the ship. You can overwhelm it by overloading the power which damages the ship.
Refraction/Reflection shields - energy hitting the shields is bent around the ship and leaves with less power on the other side or bounces off directly. this could be handy for single large ship fleets.
Improve shields against energy weapons. further reduce their effectiveness against kinetic and explosives.

Weapons
Have PD shoot down missiles and fighters.
Increase the rate of fire of railguns. Make it more like a Battlestar Galactica slugfest ;)

Ship Control
I'd want a kind of better relationship between ai or robot controlled ships vs organic controlled ships. This is because you can bring into ship design aspects such as having fleshy, inneficient crew which require life support, but gain experience well and can't be subject to computer viruses or remote control vs AI controlled ships that are rigid , but don't require life support and are efficient. they'd also be susceptible to computer attacks.
AI - Reduces the need for physical crew. This is inspired a bit by the ancient guardians. I'd expect them not to occupy bodies as such, but be stored in an AI or memory bank in the ship, which is essentially a hive mind of people.I'd expect as races improve they actually require less crew
Different size crew quarters. Larger quarters might be more efficient, but decrease morale. Also you don't need huge quarters on tiny freighters do you?
Alongside size I'd have a crew requirement to make the size vs hab relationship a bit more obvious. This will mean some ships

Have HIVE planets or city planets.

Be able to colonize barren planets or asteroids (or allow the building of a base on them on the surface which houses population instead of a station).

Increase ability to terraform planets. Have a terraforming weapon that wipes life off of a planet and reforms the planet aka Genesis :P late game super weapon.

Ability for stellar engineering in late game.
ie: destroy stars - either a supernova or black hole or cloud appears depending on the size.
turn certain gas clouds into planet, others in the stars.
Construct artificial planets, moons (large space stations).
Have habitable stations - I saw the mention of ring worlds etc too. this would make nomadic civilizations a bit more possible.
City/Station Ships - Ships that are infact like bases that can roam the galaxy. They have research and population and trade etc like a colony but much smaller.

Wrecks
After a ship is devoid of crew due to lack of life support, or just sheer damage a wreck appears that can be salvaged. I see debris fields in the games, but I want to create them! The ships can then either be used for resources or for extra ships or research.

Characters -
After spies are captured, have a mission to go get them.
To have recruitment missions.
Have super characters that can join different races. They can be bribed or leave due to political differences.

Exploration
Have AI exploration probes. Cheaper than exploration ships, but very fragile.
Only discovery ruins after a scan of the planet.

Fighters/Hangers
Allow for large hangers for smaller ships to git into big ships.
Allow for launch tubes or improve hangers that increase repair rate or launch rate or speed etc.
Bombers that can bomb planets.
fighters on planets

Mines
I want to mine certain places as in put down a minefield. This could be good for wormholes or choke points or to protect an automated monitoring station or something similar.

Environment
Some planets or gas clouds, storms or stars should cause different effects like damage, turning off shields, obscuring sensors, causing EM damage to AI, corroding armour. This will make some gas clouds strategic. allow for planets in gas clouds or nebula too.

Rogue planets.

Oh well that's all I've got for the moment. Hope it's not too big.




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