Suggestions and bug report (Full Version)

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Joubarbe -> Suggestions and bug report (4/4/2011 5:12:55 PM)

Hi,

I made a long list of bugs and suggestions, related to my game experience. Sorry for the bad english.

Bugs :

- The auto tax option doesn’t have the time to adjust the tax when people are unhappy. The consequence is that we have rebellion; which can be avoided when we manually manage taxes.
- When we discover that some race paid pirates to attack an enemy, the music stops. But when we zoom in on another event, the music is back again…
- AI never tries to surrender.
- I stole many researches, but they still appear in the trade screen!
- There is a big problem with fleets not considering fuel before going to a specific destination. Example: I want to attack an enemy planet; my fleet is coming, drop two troops (24 left), and go to refuel! “Oh I’m sorry sir, after looking at it again; it appears that we don’t have enough fuel for our current mission”. Dropping troops should not require any fuel…
- Objectives are not updated, even when it’s in sight. So the fleet goes all the way to see that the objective is destroyed, or the planet already colonized…
- “Assemble and attack” means “attack in formation”, but this is not the case…
- I don’t understand the fuel range circles. At a specific moment, I can see a big circle showing that my fleet can reach its objective; and the next second: a tiny circle, forcing me to refuel!
- Ship construction suggestion screen (appearing at right top corner of the screen) is sometimes dysfunctional because it shows that I have to build for XX credits of ships, and when I click on it to see the build order screen, nothing appears (well, the build order screen itself appears, but there is no suggestion).

Suggestions :

- « Show me first » is often not clear enough. In some case, there is a lack of information (example: when our fleet is going to attack an enemy target; we see the target, but not the position of the fleet).
- Strong cultural factors would make the game more interesting, and peace would be an excellent option.
- More politics, governments… This is universe; we can’t imagine it without a kind of UN.
- A planet in ground war should not accept any freighters. Also, ground battles should be more complex. (AI is not managing very well the troops, so I think there is something better to do)
- A “hide the pirate attacks audio warning” option would be great…
- Spy mission suggestions are too risky. It should have an option to set the minimum % of success probability.
- AI does not make enough military ships, especially when it sees that neighbors have bigger ones.
- Suggestions are sometimes stupid. Either they’re telling the same thing two times, or they’re not considering our current diplomatic status.
- Researches stations are too hard to manage. We have to build a lot of them to be competitive and there is no way to do that quickly in two clicks, like the buid order screen let us do for military ships.
- Auto-explore does not considering special places, that we have to manually explore. It should be a priority.
- It’s too easy to have free trade agreement with all races. Also, is it really that beneficial to have this kind of agreement?
- It could be really great to see why our race is feeling a certain way toward another race; like we do when we click on an enemy (and see, for example, that they hate us because we’re not trading our special resource). At most of my games, I’m wondering why we don’t like a faction while I see no problem to have it on my side.
- Hey, don’t you think that is time to do something about this extra-ugly end-game screen?




cookie monster -> RE: Suggestions and bug report (4/4/2011 5:19:10 PM)

First

I'm a noob...and never played DW vanilla

What game DW or DW ROTS and patch version are you playing?

Edit

I know some of these problems can be avoided in ROTS but I dont know which game and version you are playing




Joubarbe -> RE: Suggestions and bug report (4/4/2011 5:28:23 PM)

Last beta version of ROTS, of course :)




cookie monster -> RE: Suggestions and bug report (4/4/2011 5:52:23 PM)


quote:

ORIGINAL: Joubarbe

Hi,

I made a long list of bugs and suggestions, related to my game experience. Sorry for the bad english.

Bugs :

- The auto tax option doesn’t have the time to adjust the tax when people are unhappy. The consequence is that we have rebellion; which can be avoided when we manually manage taxes.
Keep ground troops at colonies where your at war with the same race. Build small space ports for happiness benefits of medical/recreational facilities.

- Objectives are not updated, even when it’s in sight. So the fleet goes all the way to see that the objective is destroyed, or the planet already colonized…
Why would they be updated you need ''eyes'' there.

- “Assemble and attack” means “attack in formation”, but this is not the case…
IIRC It means assemble a dispersed fleet then begin the attack
- I don’t understand the fuel range circles. At a specific moment, I can see a big circle showing that my fleet can reach its objective; and the next second: a tiny circle, forcing me to refuel!
A ship inside the fleet can cause the range circle to not be accurate.
- Ship construction suggestion screen (appearing at right top corner of the screen) is sometimes dysfunctional because it shows that I have to build for XX credits of ships, and when I click on it to see the build order screen, nothing appears (well, the build order screen itself appears, but there is no suggestion).
You probably dont have the money/cashflow for the ships.
Suggestions :

- Spy mission suggestions are too risky. It should have an option to set the minimum % of success probability.
Train them up on space port sabotages first.
- AI does not make enough military ships, especially when it sees that neighbors have bigger ones.
Agreed
- Suggestions are sometimes stupid. Either they’re telling the same thing two times, or they’re not considering our current diplomatic status.
Dunno I play with most suggestions off.
- Researches stations are too hard to manage. We have to build a lot of them to be competitive and there is no way to do that quickly in two clicks, like the buid order screen let us do for military ships.
Go to the potential research locations on the left of the screen. Lock the view, click on each location and build at non contested system locations, build inside someone elses system at your own risk. Retrofit home space port to a large amount of research labs. I have 30 plus labs of each of the three types here. You only need 1 research station at a bonus site for the empire wide bonus, build more in case of losses during war. Dont accept empire wide auto retrofits or your lovely home space ports labs will be gone.

- Auto-explore does not considering special places, that we have to manually explore. It should be a priority.
Set it to auto explore ruins etc under options screen hotkey O, its an option in there, or in another option window which is linked thru this option screen
- It’s too easy to have free trade agreement with all races. Also, is it really that beneficial to have this kind of agreement?
Set the agression slider higher. You get greater trade bonuses with free trade and mutual defence pact.
- It could be really great to see why our race is feeling a certain way toward another race; like we do when we click on an enemy (and see, for example, that they hate us because we’re not trading our special resource). At most of my games, I’m wondering why we don’t like a faction while I see no problem to have it on my side.
When you click on another empire you can see if your naturally pleased or furious etc with the empire, you must look at your race where the trade volume is also shown. The AI adds up reputation plus other previous bad actions plus other items to come to a figure.
- Hey, don’t you think that is time to do something about this extra-ugly end-game screen?
End game screen is pants but CodeForce is tiny so I forgive them.Look at the credits in the manual and you will see how small they are.





J HG T -> RE: Suggestions and bug report (4/4/2011 5:52:31 PM)

Good points there Joubarbe. Agreed with almost all of them. Won't go into details now as I'm feeling like s*** currently. Some minor virus or disease that has ruined my otherwise good monday. Go figure.

End-game screen could use some work, even if it isn't the most important thing in the game. Also, timelines/statistics for every empire on end-game screen would be neat.

EDIT: Seems like CookieM cleared majority of those issues. We concur with him.




Joubarbe -> RE: Suggestions and bug report (4/4/2011 6:25:59 PM)

quote:

ORIGINAL: cookie monster


quote:

ORIGINAL: Joubarbe

Hi,

I made a long list of bugs and suggestions, related to my game experience. Sorry for the bad english.

Bugs :

- The auto tax option doesn’t have the time to adjust the tax when people are unhappy. The consequence is that we have rebellion; which can be avoided when we manually manage taxes.
Keep ground troops at colonies where your at war with the same race. Build small space ports for happiness benefits of medical/recreational facilities.
This is not a solution, just a way to make population happier. That's not my point, my point is that the autotax is not efficient.

- Objectives are not updated, even when it’s in sight. So the fleet goes all the way to see that the objective is destroyed, or the planet already colonized…
Why would they be updated you need ''eyes'' there.
I really disagree, Distant Worlds is a game with a lot of automatic features. Try to check all your fleets and all your colony ships when you're playing in a 1400 stars universe, with 1000 ships, and generating 800.000 credits.

- “Assemble and attack” means “attack in formation”, but this is not the case…
IIRC It means assemble a dispersed fleet then begin the attack
Yes, so "assemble a dispersed fleet" means.... having a formation !
- I don’t understand the fuel range circles. At a specific moment, I can see a big circle showing that my fleet can reach its objective; and the next second: a tiny circle, forcing me to refuel!
A ship inside the fleet can cause the range circle to not be accurate.
So this is not normal and have to be fixed.
- Ship construction suggestion screen (appearing at right top corner of the screen) is sometimes dysfunctional because it shows that I have to build for XX credits of ships, and when I click on it to see the build order screen, nothing appears (well, the build order screen itself appears, but there is no suggestion).
You probably dont have the money/cashflow for the ships.
No (you just said you were a noob, I'm not, and the bugs I'm showing here are real)

Suggestions :

- Spy mission suggestions are too risky. It should have an option to set the minimum % of success probability.
Train them up on space port sabotages first.
Not asking for advice, a trained spy change nothing of the problem ; missions are still too risky
- Researches stations are too hard to manage. We have to build a lot of them to be competitive and there is no way to do that quickly in two clicks, like the buid order screen let us do for military ships.
Go to the potential research locations on the left of the screen. Lock the view, click on each location and build at non contested system locations, build inside someone elses system at your own risk. Retrofit home space port to a large amount of research labs. I have 30 plus labs of each of the three types here. You only need 1 research station at a bonus site for the empire wide bonus, build more in case of losses during war. Dont accept empire wide auto retrofits or your lovely home space ports labs will be gone.
Again, this is an advice, I know how the game works, and to reach the "actual output" you need A LOT of research stations, especially on end-games ; and then it's unmanageable.

- Auto-explore does not considering special places, that we have to manually explore. It should be a priority.
Set it to auto explore ruins etc under options screen hotkey O, its an option in there, or in another option window which is linked thru this option screen
Wrong, there is no such options. The options you are refering concerning the way how the games reacts when you make discovery. What I'm talking about is the special places with blue rings.
- It could be really great to see why our race is feeling a certain way toward another race; like we do when we click on an enemy (and see, for example, that they hate us because we’re not trading our special resource). At most of my games, I’m wondering why we don’t like a faction while I see no problem to have it on my side.
When you click on another empire you can see if your naturally pleased or furious etc with the empire, you must look at your race where the trade volume is also shown. The AI adds up reputation plus other previous bad actions plus other items to come to a figure.
This is not an answer ; I'd like to see why I'm naturally pleased, or furious etc.
- Hey, don’t you think that is time to do something about this extra-ugly end-game screen?
End game screen is pants but CodeForce is tiny so I forgive them.Look at the credits in the manual and you will see how small they are.
A small team does not mean that you can't make some efforts to have decent graphics (which are globally good in this game)








Bingeling -> RE: Suggestions and bug report (4/4/2011 6:33:31 PM)

Many good points indeed.

Your population hating another empire, could be due to contested bases. Drop by the trade screen, and they will show as options for both sides.





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