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RE: Master Wishlist Thread - 5/3/2010 8:00:58 PM   
Chet Guiles

 

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When the AI asks you for permission to build a variety of ships it selects the best places to build each if them. When you want to build ships yourself you have to designate the specific station or plants on which to build each. An excellent feature would be to permit the player to specify a number of ships to be built, but allow the AI to select the best places to build them.

I am not sure we have enuf info about each planet and spaceport to make those allocations manually.

Also I would suggest that in thelower left panel there be some way to cycle through exploration ships separate from colony ships, since you do not normally have to manage the colony ships once they have been assigned a target, but need to pay attention to exploration ships which seem unduly sensitive to monster attacks, btw, so that the job they are assigned actually gets done.

Cheers.

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RE: Master Wishlist Thread - 5/4/2010 7:51:46 AM   
taltamir

 

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need an option to search for resources on planets you already own... I am trying to find my planets that produce certain resources and there doesn't seem to be any automated way of doing so.

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Post #: 542
RE: Master Wishlist Thread - 5/4/2010 9:50:34 AM   
taltamir

 

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the AI designed spaceports should include warp inhibitors.

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Post #: 543
RE: Master Wishlist Thread - 5/4/2010 11:03:31 AM   
sbach2o

 

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quote:

ORIGINAL: taltamir

need an option to search for resources on planets you already own... I am trying to find my planets that produce certain resources and there doesn't seem to be any automated way of doing so.


Go to Expansion Planner. For the lower list box there is a filter that is called something like 'resource locations of empire'. It is the bottom-most option where you select between colonization and resource targets.

This is really cool in that it not only shows a comprehensive list of your settled and mined planets or asteroids. It shows for each settled planet a symbol with the majority race there. Wanted to quickly browse through all your planets settled by quameno because you want to colonize a bunch of ocean worlds? Here you can find the closest colonies (if you are so inclined to select the locations to build them manually).

< Message edited by sbach2o -- 5/4/2010 11:04:27 AM >

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Post #: 544
RE: Master Wishlist Thread - 5/4/2010 11:19:54 AM   
taltamir

 

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quote:

ORIGINAL: sbach2o

quote:

ORIGINAL: taltamir

need an option to search for resources on planets you already own... I am trying to find my planets that produce certain resources and there doesn't seem to be any automated way of doing so.


Go to Expansion Planner. For the lower list box there is a filter that is called something like 'resource locations of empire'. It is the bottom-most option where you select between colonization and resource targets.

This is really cool in that it not only shows a comprehensive list of your settled and mined planets or asteroids. It shows for each settled planet a symbol with the majority race there. Wanted to quickly browse through all your planets settled by quameno because you want to colonize a bunch of ocean worlds? Here you can find the closest colonies (if you are so inclined to select the locations to build them manually).


awesome, I haven't noticed that before.

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Post #: 545
RE: Master Wishlist Thread - 5/4/2010 11:44:45 AM   
sbach2o

 

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quote:

ORIGINAL: taltamir

awesome, I haven't noticed that before.


It's not only you. I stumbled over the list a long time after starting with DW. Then remembered that there was a list giving the majority race per planet somewhere, but couldn't find it. I stumbled over it again just recently.

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Post #: 546
RE: Master Wishlist Thread - 5/4/2010 11:51:34 AM   
taltamir

 

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well, I was looking in the screen of my colonies, not in the expansion screen...

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Post #: 547
RE: Master Wishlist Thread - 5/4/2010 4:46:12 PM   
deanco2

 

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Greater control over the auto design.  As it stands it's all or nothing.  End result, either I upgrade 2 dozen ships by hand every time an advance is made, which is time consuming, or I hand design a few ships that get 'upgraded' automatically when a new component is available, and I have to redesign them over again.

It would be nice to activate and deactivate the auto design by categories, military ships, research bases, etc etc.  I trust the AI to build my research bases, but I really don't want him messing with my military designs.

If deactivated, the AI should never touch those designs.

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Post #: 548
RE: Master Wishlist Thread - 5/4/2010 5:06:46 PM   
Tacit_Exit


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How about some terrestrial bugs to go with the space bugs. Something to sharpen our ground troops on and foil expansion a little more.

Maybe there could be some uninhabitable planets that constantly regenerate them that could be used as training grounds

< Message edited by Tacit_Exit -- 5/4/2010 5:07:01 PM >

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Post #: 549
RE: Master Wishlist Thread - 5/4/2010 5:45:59 PM   
Tacit_Exit


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I think resort bases are really cool, adds a little variety to the galaxy, more stuff like this is needed.

A similar theme could be criminal internment facilities, only buildable at sites with negative scenery (insert name of unsettling galaxy site here). Maybe a empirewide happiness bonus or reduction in corruption could result from these?

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Post #: 550
RE: Master Wishlist Thread - 5/4/2010 6:17:56 PM   
Fishman

 

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What's wrong with just reusing the research base? I mean, we have this nice research station next to the black hole. I'm sure there's lots of interesting research potential to be had with a supply of test subjects.

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Post #: 551
RE: Master Wishlist Thread - 5/4/2010 7:19:35 PM   
taltamir

 

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how about various "unique" precrafted galactic "scenery" which is a target for resorts?

example, a double planet / double star, an ancient and unexplained giant ring structure in space, etc.

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Post #: 552
RE: Master Wishlist Thread - 5/5/2010 3:08:03 PM   
Rustyallan

 

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cross-post as requested

Could we get a slider at the start with some presets that would automatically adjust the other sliders for easy, normal, hard, and beat this buddy!?  And Previous settings to just run through another game with any adjustments you had made so you don't need to make them again...

This would help new players who don't understand how the others affect difficulty as well as let more experienced players pick a baseline to start with.

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Post #: 553
RE: Master Wishlist Thread - 5/6/2010 2:15:33 AM   
AMF

 

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Please please please make it so the game names moons after the planets they orbit. The moon around Arax 7 should NOT be ZT829, but instead should be Arax 7a.

Maybe I'm the only one who finds this utterly infuriating and illogical, but my mind finds it so hard to deal with this naming scheme as it is...

thanks in advance...

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Post #: 554
RE: Master Wishlist Thread - 5/6/2010 2:28:36 AM   
Rustyallan

 

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quote:


Maybe I'm the only one who finds this utterly infuriating and illogical, but my mind finds it so hard to deal with this naming scheme as it is...


I'm not sure about illogical, but it's definitely frustrating trying to figure out what system XN6263 is in. Especially on the screens that show the planet/moon name, but not the system name.

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Post #: 555
RE: Master Wishlist Thread - 5/6/2010 7:59:32 AM   
Pocus


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Now that the official 1.04 patch is out, I dearly hope that some interface issues will be addressed. Here is my short list:

1. when a fleet completes an order, a message should be issued. This is done for single ship, not for fleets and is very misleading.
2. when a ship is selected, the destination must be show, or a line traced to the destination. Knowing that my ship is moving to coordinate 3521.0 / 7851.8 don't help me much... Particularly when I set a point in space (strat map) or dispose my fleet tactically before an important assault (solar view).
3. game should start paused after loading a game. Loading take a long time... often I do something ... but the game will run asap it is loaded!
4. Ships don't do passing fire if they are set on a target (almost a bug!)
5. Add a 'No Tech Brokering option' please. It is existing in many major games and is very needed here too. (not an interface issue, right)
6. On the star overview, if the exploited resources were shown in another color than the non exploited ones, this would render the view much more useful... i.e I want to find what are the remaining Irridium spots in my empire... I don't want to see them all, only the ones still not used.


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Post #: 556
RE: Master Wishlist Thread - 5/6/2010 11:50:42 AM   
hidden_asbestos

 

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Hi, thanks for continuing to support this great game. There are a few requests that I'd like to make to improve the game's interface:

1. Can you make it so the view rectangle on the mini-map can be dragged around smoothly instead of requiring individual clicks to update it's position. The current system is somewhat disorienting, especially if you click too far from the current point. I also find it's easy to accidentally bring up the Galaxy map when I didn't mean to.

2. Can you add 'easing' to the zooming when using the mouse wheel rather than making large direct adjustments to the zoom factor. A small amount of linear interpolation on the zoom would, I think, help with the feeling of disorientation. I'm not looking for something that would be intrusive, but currently the large steps of the mouse wheel makes the game feel more jumpy than it actually is.

3. I'd like add my vote to being able to run DW in a window (say at 1024x768), the monitor on this PC is pretty large and for such a potentially hands-off game it would be great to be able to move it to one side while I work on something else and not have it fill the whole screen.



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Post #: 557
RE: Master Wishlist Thread - 5/6/2010 1:34:41 PM   
scotten_usa

 

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quote:

ORIGINAL: Pocus
2. when a ship is selected, the destination must be show, or a line traced to the destination. Knowing that my ship is moving to coordinate 3521.0 / 7851.8 don't help me much... Particularly when I set a point in space (strat map) or dispose my fleet tactically before an important assault (solar view).


I'm only a few hours into playing DW, but this is my #1 request so far. Where are my ships headed?

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Post #: 558
RE: Master Wishlist Thread - 5/6/2010 3:03:00 PM   
AMF

 

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quote:

ORIGINAL: ScottenChi

quote:

ORIGINAL: Pocus
2. when a ship is selected, the destination must be show, or a line traced to the destination. Knowing that my ship is moving to coordinate 3521.0 / 7851.8 don't help me much... Particularly when I set a point in space (strat map) or dispose my fleet tactically before an important assault (solar view).


I'm only a few hours into playing DW, but this is my #1 request so far. Where are my ships headed?


I second this. Absolutely necessary change.

(in reply to scotten_usa)
Post #: 559
RE: Master Wishlist Thread - 5/6/2010 3:14:52 PM   
taltamir

 

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an option for all diplomatic messages to appear on a sidebar rather then popups, and NOT pause the game...
The constant interruptions are annoying. Also, show the empire color and flag and a brief description of what type of message it is, so I know which ones to look at and which to ignore.

_____________________________

I do not have a superman complex; for I am God, not Superman.

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Post #: 560
RE: Master Wishlist Thread - 5/6/2010 3:57:36 PM   
Rustyallan

 

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The ability to specify which class of ships are and are not auto-designed by means of a menu with checkboxes for each "SubRole" type.  I don't mind letting the AI generate new ships, but I get tired of modifying it and then because it's "not-designed-here", the AI creates a "new" design equivalent to the old design that it liked.

The ability for the player to customize formulas for auto-design via UI or modding.  Playing in a pirate-filled, monster-laden, chaotic galaxy with 20 AI empires, colony ships, construction ships, mines, and bases had BETTER be armed and shielded.  That's not as needed in a lesser galaxy, but is the first thing players who manually design add.



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Post #: 561
RE: Master Wishlist Thread - 5/7/2010 9:45:37 AM   
taltamir

 

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retrofitting a ship should change its name.

If I build a Transport mk2 it gets named transport mk2 ###...
if I retrofit "Transport mk2 003" from design "Transport mk2" to design "Transport mk7" I would like for its name to change to reflect the new design. Current it remains named "Transport mk2 003", only now it is design mk7

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I do not have a superman complex; for I am God, not Superman.

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Post #: 562
RE: Master Wishlist Thread - 5/7/2010 4:59:20 PM   
Rustyallan

 

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quote:

retrofitting a ship should change its name.

If I build a Transport mk2 it gets named transport mk2 ###...
if I retrofit "Transport mk2 003" from design "Transport mk2" to design "Transport mk7" I would like for its name to change to reflect the new design. Current it remains named "Transport mk2 003", only now it is design mk7


This should only occur for ships that are automatically named with that pattern. Player named ships and ships with unique names should not be renamed.

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Post #: 563
RE: Master Wishlist Thread - 5/7/2010 5:14:06 PM   
taltamir

 

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quote:

ORIGINAL: Rustyallan

quote:

retrofitting a ship should change its name.

If I build a Transport mk2 it gets named transport mk2 ###...
if I retrofit "Transport mk2 003" from design "Transport mk2" to design "Transport mk7" I would like for its name to change to reflect the new design. Current it remains named "Transport mk2 003", only now it is design mk7


This should only occur for ships that are automatically named with that pattern. Player named ships and ships with unique names should not be renamed.


There is no such thing a player named ship. You can only name DESIGNS...
If I design a design with the name Enterprise, then I build one, it will be named Enterprise 001... and if I build 10 more then they would be Enterprise 002 through 011.

If I retrofit the Enterprise 004 from an Enterprise model to Enterprise Mk2 model I want it to be renamed Enterprise Mk2 ### (not 004, but whatever is currently the lowest unused number for Enterprise Mk2).

now, if you had the option to actually NAME a SPECIFIC ship, then sure, I would gladly see that name kept.

That is, if I build 2 "Capital Mk5" ships and name them "A rock", "A hard place"... If I then retrofit them to design "Capital Mk6" then they should still be named "A rock" and "A hard place".

The way to go about it is to have a "name" field and a "designation" field. If the name field is blank (and there would be an erase button), then use the designation as a name for all purposes (but keep the actual name array blank).
If the designation is <Design Name> ###, and the designation changes whenever a ship is retrofitted.

So:
Name: Enterprise
Designation: Capital Mk5 004
Design: Capital Mk5

when retrofitted into design Capital Mk6 (and there have been 7 such ships built thus far) would become:
Name: Enterprise
Designation: Capital Mk6 008
Design: Capital Mk6

If I delete the name then it will show up as "Capital Mk6 008" in all reports where a name is displayed.

< Message edited by taltamir -- 5/7/2010 5:19:49 PM >


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Post #: 564
RE: Master Wishlist Thread - 5/7/2010 5:21:08 PM   
Rustyallan

 

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quote:


There is no such thing a player named ship. You can only name DESIGNS...


I renamed all of my "haunted" ships to PD names. (I was surprised you missed that reference) Open a ship, on the right-hand side it shows the name, which you can change.

All of my capital ships and cruisers, as well as pirate and abandoned ships have custom names. (not named after their original class) That's how the game named them originally. Escorts, Frigates, Destroyers, and Troop Transports are the only ones named by class. And only when I manufacture them.

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Post #: 565
RE: Master Wishlist Thread - 5/7/2010 5:24:37 PM   
Rustyallan

 

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In the Energy window in the ship design editor, change the Excess Energy Output color to yellow if it is below what is needed for Maximum Weapons Energy use per second but above Static Energy Usage.

Alternatively, change the MWEU/s number to red or yellow if it is above the Excess Energy Output.


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Post #: 566
RE: Master Wishlist Thread - 5/7/2010 5:27:40 PM   
taltamir

 

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quote:

ORIGINAL: Rustyallan

quote:


There is no such thing a player named ship. You can only name DESIGNS...


I renamed all of my "haunted" ships to PD names. (I was surprised you missed that reference) Open a ship, on the right-hand side it shows the name, which you can change.

All of my capital ships and cruisers, as well as pirate and abandoned ships have custom names. (not named after their original class) That's how the game named them originally. Escorts, Frigates, Destroyers, and Troop Transports are the only ones named by class. And only when I manufacture them.



I see it now... I avoid going to that screen if at ever possible because it takes forever to load.

_____________________________

I do not have a superman complex; for I am God, not Superman.

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Post #: 567
RE: Master Wishlist Thread - 5/7/2010 5:38:29 PM   
Rustyallan

 

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quote:

I see it now... I avoid going to that screen if at ever possible because it takes forever to load.


Which is another issue entirely.

We need a ship window that doesn't require loading the entire list.

The list also should default to a blank, from which you can select a filtered set to view.

I'm still early in a smaller galaxy, so it's not too bad to load... yet...

(in reply to taltamir)
Post #: 568
RE: Master Wishlist Thread - 5/7/2010 6:15:14 PM   
Rustyallan

 

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You should not receive a negative on relations for having a "satisfactory" reputation. Satisfactory should mean they're satisfied, so why is it bad?

If an item that affects relations is (0), it should not be listed as a negative. I've been seeing a lot of "We are extremely bothered by your Satisfactory reputation (0)" lately and it's confusing.

Perhaps this is only apparent in higher aggression games as I did not see it in low aggression games.

(in reply to Erik Rutins)
Post #: 569
RE: Master Wishlist Thread - 5/7/2010 6:18:17 PM   
taltamir

 

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quote:

ORIGINAL: Rustyallan

You should not receive a negative on relations for having a "satisfactory" reputation. Satisfactory should mean they're satisfied, so why is it bad?

If an item that affects relations is (0), it should not be listed as a negative. I've been seeing a lot of "We are extremely bothered by your Satisfactory reputation (0)" lately and it's confusing.

Perhaps this is only apparent in higher aggression games as I did not see it in low aggression games.


Which requires 2 changes:
1. If the total effect of an item on your relationship is 0, it should not be displayed at all. (same for affects on morale in planets)
2. Satisfactory should be for values of 0 through 10 and a new value called sub-par for -10 to -1. Rather then satisfactory being -10 to 10 as it is right now. (perhaps add another value called "neutral" for when it is exactly 0)

_____________________________

I do not have a superman complex; for I am God, not Superman.

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