Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: Master Wishlist Thread

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Distant Worlds 1 Series >> RE: Master Wishlist Thread Page: <<   < prev  52 53 [54] 55 56   next >   >>
Login
Message << Older Topic   Newer Topic >>
RE: Master Wishlist Thread - 5/17/2013 11:45:59 AM   
Brainsucker

 

Posts: 100
Joined: 8/2/2010
Status: offline
More option in the Fleet Screen so I can micro manage them better. I want to upgrade some of the ships in my fleet. The problem is that I have two type of design for each roles. So I need to upgrade every single ship in my fleet and it is hard for me to do so in DW.

In adding for more option in the fleet screen, I also need a feature that enable me to transfer my ships in Fleet A to Fleet B easily. It is become annoying to enter the Ships windows and look at hundreds of Ships list there just to relocate and manage my ships.

Military Dictator is lonely. Everyone hate them without no reason (except for the fellow military dictator). It make me feel that the democracy and their fellow government type love to bully this type of government rather than them bullying around. No worry for now, as I manage to stand alone in the galaxy and I rather lazy to do diplomacy around. But maybe adding Communist or facist type government can balance the galaxy a bit.

I think, it is better if every single races start with the same type home world (for example, swarm or continent) so the colonization technology become relevant even after I have a collection of species in my empire. Or erase the capability to colonize a type of planet before you research them to avoid rapid expansion without proper research. For example, you are human and you get a species who can live in ice planet. Rather than you get the ability to colonize the ice planet, you should stick to your human colonization rule.

Well, I know that this problem can be resolved with mod, but can you give two character portrait instead of one for the characters in the game? At least give us male and female version of each race picture. It is weird to give a human male with female name.

For ground force : Give us the ability for form a army version of fleet for them for better micro management. For example, I want to make a group of army and name them "Space Marine", then the other "Republican Guard" and each group will feature different type of arsenal; like the Space Marine will get elite infantry, while the Republican Guard get more armored vehicles etc.

(in reply to hfl13)
Post #: 1591
RE: Master Wishlist Thread - 5/27/2013 3:36:22 AM   
grumpy181155


Posts: 12
Joined: 3/2/2004
From: Russia
Status: offline
I like the idea of automating the 'Assign Mercenary Smuggling' to improve the gain of resources but I would like the option to assign a time period for the contract; maybe 6 months or indefinite. It is a bit annoying to have to go to every planet every 20 minutes and tell it to again assign the contract for smuggling.

_____________________________

Its cold out there.....damn cold

M17X-R4; i7-3619QM; 16GB RAM; 680M; 240GB OCZ-Vertex 3; 1TB Seagate

(in reply to Brainsucker)
Post #: 1592
RE: Master Wishlist Thread - 5/27/2013 3:48:53 AM   
feelotraveller


Posts: 1040
Joined: 9/12/2011
Status: offline
Research Ships

From a role play perspective I'd like to see some real* use for ships with research labs on board.  Could they perhaps deploy at research bonus locations to get half of the bonus?  Or be sent to ruins to extract an amount (limited?) of extra research?  Or be able to accumulate some research into alien tech when stationed in enemy systems with advanced tech?  Or need to be deployed for x amount of time to 'unlock' bonus locations such as Torak? Or be useful in curing plagues? Or speed the reduction of the 'we are disturbed by your strange alien way' relation (cultural research)? Or...?

Or any combination of the above... Bacially I just 'want' them in the game. 

* I remember on AAR where they became a neccesity.

(in reply to grumpy181155)
Post #: 1593
RE: Master Wishlist Thread - 5/28/2013 11:36:27 PM   
Bebop Cola

 

Posts: 250
Joined: 5/9/2012
Status: offline
I'd like to see the editor get some love. I like to use it to try and set up little mini scenarios for myself at game start. Nothing fancy, just tweaking starting conditions a bit and setting up systems a certain way.

1. I would like it if the editor allowed for granting or removing individual tech items. Right now it's a slider for broad tech levels, but I'd prefer to be able to grant or remove specific discoveries, including the ability to grant race-specific tech to other races. To use an extreme example, I may want a race to be propulsion masters but not have even basic weapon technology, or vice versa.

2. The editor is a little sparse on what ruins you can add. I can't, for example, add the ruins that grant bonuses or penalties for specific races having allied with or against the Shakturi in the distant past. I seem to recall there were a couple other odds and ends in there that I don't have handy off the top of my head.

3. I'd like to be able to manually add Gold and/or Dilithium Crystal asteroids rather than trusting the luck of the draw when placing an asteroid field.

4. It would be nice to have a choice of pre-configured "home" systems for the various races when using the place system option. Ideally we would have a standard planetary layout for each home system, but at the very least it would be nice if there was a generic "home system" option that would stamp out a system with the usual starting resources and/or planet types. This would be especially useful for Shadows' pre-warp games to make sure the minimal necessary resources are available to carry the empire along until they can leave system.

(in reply to feelotraveller)
Post #: 1594
RE: Master Wishlist Thread - 5/29/2013 5:44:44 PM   
Bebop Cola

 

Posts: 250
Joined: 5/9/2012
Status: offline
In the continued interest of allowing players to construct mini scenarios for themselves or to share, I'd like to suggest a game option of locking tech at a certain level for all empires(with the exceptions of Ancient Guardians and Shakturi). Nothing higher than the level lock could be researched normally.

This lock could be bypassed using the editor to(as suggested above) grant specific tech discoveries as desired, broad levels, or adjust the lock for that game session. Additionally, discovering the Archival Refuge, finding technology in ruins, stealing technology from the Ancient Guardians and Shakturi, disassembling found ships, or taking ownership of the Ancient Guardians could boost an empire above the tech limit.

(in reply to Bebop Cola)
Post #: 1595
RE: Master Wishlist Thread - 5/30/2013 7:53:59 AM   
Mansen


Posts: 352
Joined: 5/3/2013
Status: offline
- A change to the theme loader so that if an error is thrown it won't crash the game but instead re-load the default theme. Makes modding a lot faster due to not having to re-launch the game constantly.

- More moddable files in themes. Let us mod just about any graphical file found in the game's structure. This way people can have their graphical overhaul mods and avoid contaminating vanilla files.

_____________________________

Currently Working On:
X-Universe Conversion (Hiatus)

(in reply to Bebop Cola)
Post #: 1596
RE: Master Wishlist Thread - 5/30/2013 5:01:06 PM   
TrooperCooper

 

Posts: 80
Joined: 1/29/2013
Status: offline

Oh, on my wishlist... intelligence agent mission: steal money from other empire.

(in reply to Mansen)
Post #: 1597
RE: Master Wishlist Thread - 5/31/2013 12:32:10 PM   
Mansen


Posts: 352
Joined: 5/3/2013
Status: offline
- Forcing the AI ship designer NOT to obsolete designs that it isn't allowed to retrofit anyway. (Ties in with the "Obsoletes only possible design for a ship type after a new tech is researched)

- Give the player the ability to force the character AI to leave specific characters alone. (It keeps moving my best fleet admiral from my primary fleet to a defense fleet - turning it off would mess up the other character types)

_____________________________

Currently Working On:
X-Universe Conversion (Hiatus)

(in reply to TrooperCooper)
Post #: 1598
RE: Master Wishlist Thread - 5/31/2013 1:16:14 PM   
Brainsucker

 

Posts: 100
Joined: 8/2/2010
Status: offline
New genre / scenario for the Distant World. Now after we got pre-warp era, Pirate, Shakturi, Legendary Characters, it is time to introduce new form of game play. great civil war. It is about the great galaxy Empire in turmoil and breaking apart, and you will be one of the contestant to reconquer the galaxy. So in this scenario, you don't need to explore and colonize anymore. You just need to capture your opponent's planets with your fleet.

I don't know if this idea is do-able. Make another layer of galaxy / world. In the games like Age of Wonders, we call it underground; but in Distant World, we call it Hyper Space. In reality, I just want to put submarine type of starship to this game. So, it is about a sneaky starship that capable of entering the hyper space and do surprise attack to the enemy. Because of their nature, you can't navigate this layer without special equipment, and it is not just one equipment. To make a hyper space Ship, there are a lot of equipments that you must put, to force the player make a specific ship class for the job. Well, consider them as the submarine in the galaxy.

For the limitation of the hyper space idea, Maybe the developer can limit the ship size that can enter the area. For example, only a ship with special equipments and smaller than 200 kton can enter the hyper space. The limitation will have technology level. The better the level is, the bigger the ship you can put into this dimension. But it won't be able to oversize "normal Ship". Maybe the good limit is 100 for hyper space ship for 200 KT for normal ship. This way, you can't only depend on one ship design, as you will need ships with the capability to detect these submarine, etc.



(in reply to Mansen)
Post #: 1599
RE: Master Wishlist Thread - 5/31/2013 5:13:18 PM   
Bebop Cola

 

Posts: 250
Joined: 5/9/2012
Status: offline
With ship capture in Shadows, I think we need self-destruct functionality for ships. This functionality would need to be tied to ship capture with a percentage chance of success tied to tech level of the ship's control center/bridge.

With the ability to transfer ships to other empires in Shadows, I think we need black box technology. Ideally, black box tech would be an overlay of some sort on any component, perhaps using a checkbox in the ship design screen, that marks a given component as exceptionally difficult(percentage success or fail, or reduced research points/progress awarded) to learn anything from when retiring a ship. It would, of course, also increase costs and/or decrease performance of the component. Additionally, the black box overlay could have an optional percentage chance of self-destructing the ship when it is retired(possibly damaging/destroying the spaceport), that is scaled up with tech level.

However, the latter option would require an AI adjustment, I would think, so the AI could recognize that a given ship has black box technology and would be reticent about retiring the ship at valuable spaceports. Perhaps with the self-destruct functionality of the control center component, the AI could evaluate the option of destroying ships instead when they've outlived their usefulness so they don't drain their coffers with maintenance.

(in reply to Brainsucker)
Post #: 1600
RE: Master Wishlist Thread - 5/31/2013 8:23:14 PM   
TrooperCooper

 

Posts: 80
Joined: 1/29/2013
Status: offline

Please allow me to set civilian ships to "flee when attacked" instead of an enforced setting of "flee when enemy military in sight" - I'm tired of dozens of civilian freighters jumping into warp all over the place at my starports and having my economy starve due to no incoming supply... just because a couple pirates regularly show up, which my starport can eliminate within seconds.

(in reply to Bebop Cola)
Post #: 1601
RE: Master Wishlist Thread - 6/1/2013 10:31:17 AM   
BenLen

 

Posts: 8
Joined: 6/1/2013
Status: offline
I would really like to see dual monitor support. That way the game can continue to run on monitor 1 while I have a chart or galaxy map open on monitor 2.

I'd also like the ability to set automated queues for more than just mines/resorts/colonies. For example, right click on an unexplored system or planet and choose the "explore" option and the nearest automated explorer will queue up an order to visit. Right click an enemy and choose "attack" or "capture" and a ship(s) will queue up the order. Right click any friendly target and choose "protect" to call in an escort. And I'm sure there are more actions that I'm forgetting. This would give a nice medium between micromanaging individual ships and setting all ships to automated.

Also, set rally points for star ports which would set all finished military ships to go to the specified location before performing any other actions.

(in reply to TrooperCooper)
Post #: 1602
RE: Master Wishlist Thread - 6/1/2013 1:03:10 PM   
Bingeling

 

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

quote:

ORIGINAL: BenLen

I would really like to see dual monitor support. That way the game can continue to run on monitor 1 while I have a chart or galaxy map open on monitor 2.


The game info is only in the main window, but I have no issues doing other stuff on a second monitor while the game runs. So depending on what your chart is, this could be possible.

quote:

ORIGINAL: BenLen

Also, set rally points for star ports which would set all finished military ships to go to the specified location before performing any other actions.


This is not so hard, as long as you build all the ships at the same time. Do your orders, open ship list and open/filter military ships on firepower. Your builds are on the top/bottom. Add them to a fleet. View the fleet and set the home base to wherever you want them to report, and disable the attack/wherever stances that are default to avoid them chasing something on AI initiative.

Finished ships will move to fleet leader, so make sure that the leader is at/near the home base to avoid silly moves early on. If you want to gather at a spaceport used for construction, just make sure one of the ships built there is fleet leader.

A good thing about renaming all "proper" fleets, is that temporary fleets like these are clearly separate form the "active ones".

To be able to "queue nearest explorer to explore this system" would be nice on system level. On a planet level it would possibly clutter things a bit.

(in reply to BenLen)
Post #: 1603
RE: Master Wishlist Thread - 6/1/2013 1:41:23 PM   
rxnnxs

 

Posts: 60
Joined: 6/1/2013
Status: offline
Hello dear People, hello Mr. Rutins,

first of all, nice game!
Now I bought Shadows very quick because it sounds awesome and I am playing when time allows.

Here is my wishlist:

- With SHIFT queue move commands and any commands.

-With Control+ALT+Number save Screen Positions, with Alt+Number go there.

-In Shadows we have ships that are not showing where they are heading (showing the vector). It would be nice if we have lines here, indicating where they are heading (in sublight speed there is no vector).

-An Option to allow when zooming out, to zoom out from mouse position and not from the middle.

-Slider Bar to allow to set the time how long an Pop-Up Window stays. OR all Messages go smaller and stack up or move upwards and are smaller. So I do not to have to respond (kicl or read) the message instantly. Even when we pause the game, the Window disappears before it can be read all.

- A better Info box or at least a text info where the ship is now heading.
For instance a freighter is just saying what he is doing. Would be nice to read there also where it is hauling the cargo to.

- That everything is queueable- lets say telling a constructor ship to repair an dead ship.

- A filter where we can select the ship/base graphics easier. Lets say for instance some pictures are better suited for frigates than for bases..

- When we have fleets what is happening to the stance button that every ship has itself? is it ignored or not? it is hard to understand how fleets and ships behave. And the stance that is inactivated for ships that are in a fleet should be greyed out then..

- the option to change the way, ships are selected when they overlap.
It could be changed in the way that with the first click, one ships is selected. with a second click the next is selected and so on. this way one click is saved. and the first object selected should be always the biggest ship or station.

- in the quick menues at the bottom left, it would be nice to have the option to select the nearest idle ship. or say the button next idle ship is always selecting the nearest ship from the camera center position.

- enable to select multiple ships ALSO when they are only private. or only enemy. i wuld like to select them and then go through them in the window to the bottom left.

- when in the selection panel, having selected multiple ships or a fleet, to open the design screen with a right mouseclick (i look so many times in the design sheet that this would be a nice shortcut)

- a rightclick in the message panel (at the top) just selects the ship instead of jumping there. when for instance the ship is retrofitted and we are with our view at a specific place, this way we can select the produced or retrofitted or refueled ship and give it a command like to protect the target we look right at. for now we have to click at the message, the camera goes there, then go again back to where we want to have the ship (zoom out etc.) and then click there.

- ALSO, and in combination with the above, it would be nice, when a right click in the selection box, while a different object is selected, it would behave the same as when we would right click the object in the main view.
this would help also to give commands easier.
OF COURSE this is only working when the selection panel is behaving different:

- make the selection panel work different: when going back in history, DO NOT select the ship. The ship can be selected when left clicking in the selection panel.
OR when you want to keep it the way it is, make it so that when pressing ALT, it is not even selecting the object. Then it is possible to do what i wished one point above.
Expand the function a way even more: When pressing CONTROL it is even with the main view going there.

That are many new possibilities here with some adjustments. that would be awesome!
Because one of the biggest flaws is the selecting and commanding in this game.

- let the mouse wheel zoom up to the closest view. when pressing the + icon, you can go even 3 view closer. i like that close up!

- when dragging up a selection box, in the greater zoomed out view, no selecion box is shown

- in the queued text info (selection panel and other menues) it is saying that a construction ship is assigned to upgrade or whatever. if i want to stop or cancel, it would be nice that another click on the tab cancel that or the text tells us, WHAT ship is assigned to that task.


Thanks for listening and have fun creating and playing in this universe! :-)

edited: changing text to make it readable. added the shift-wish at the top (priority number one) else points are not sorted as a priority. the latter points are also a big wish of mine.
-added zoom wish
-added drag box wish
-addid wish to see what constructor is queued to a task

< Message edited by rxnnxs -- 6/1/2013 5:10:57 PM >

(in reply to Bingeling)
Post #: 1604
RE: Master Wishlist Thread - 6/1/2013 4:59:44 PM   
rwolnicki

 

Posts: 8
Joined: 5/24/2013
Status: offline
I am a fresh in the game, maybe with fresh look. I waited for shadows to buy all parts. Bellow a few of my ideas, some simple enough for path, others for expansion or next game. I will be keeping you informed with a new ideas. :) I am playing without automation (well, explorers only in the later game)

Simple, but can solve me some stupid manual work:
a)I would want to have a possibility of muliselect leaders in characters screen and give them a new location. If I have 10 generals or admirals it can be annoying to switch them to a new attack fleet.

b)muliselect of units in planetary troops and characters screen. Very annoying when I must set garrison or ungarrison, move to transport per single unit. After each action dialogue is refreshed and I once again on the top of list... Agh... please kill me :)

c)selection of possible transport in combobox MUST not be refreshed after transfer. It caused me some stupid transfer errors.

d)maybe possibility of transferring to transport with selected combined arms ratio not per one unit, additionally to multiselect option?

e)filtering by type of unit and strength (I am often searching needed type of unit (armor for instance) with highest experience...

Other:
f)possibility of creation of fleet from one ship only, why not?

g)some mechanism, additional to colonize range, conquest range. Additional conquest range selection in game conditions preparation screens. When not in allowed range one could not have a possibility to attack, or after attack some kind of looting would appear(similar as for pirates). For me is stupid that I've limited myself setting 1 sector colonize range and can easily workaround in with conquest.

Some leaders ideas:
h)limit admirals/generals/scientists/governors in one location.
admirals one per ship or one per 500 size, min from that
generals : one per 4 units ?
additional limits: only one MASTER skill should be on charge, skills should not stack. And negative of others in the same location ALWAYS should decrease it (wrong executors in lower in commands)
or probably harder to implement: manually choose one GREAT commander of stack(can by change with slight delay for stack),bonuses of others added only ~50%, their minuses although ~100% It could cause some great thinking not "put all to one box" thinking

i)I would like to see some more tactics in space fights not go and kill or get killed... Some rules to set per ship or FORMATION in fleet(leaders per formation?) from right click on ship? Possibility of change behaviour from design there and add some fancy staff like defend position, defend ship, defend other formation,attack biggest, attack smaller targets etc,But probably too big change for this game, maybe DW2?

j)Add some differentiations for frigate,escorts/carriers/capital ships: similar as for carriers or supply ships. escorts for instance with natural bonus to speed bot with 3/5 of max size. frigate less bonus of speed with 4/5 size and bonus for single type of weaponry focus. Some percentage on engines must be fulfil for design...
Capital ships 10% bigger size, small penalty to speed, must have some fleet area bonuses.

k)some interaction in ground fights would be extremely nice! I have impact during space fight, why not on the ground? Some moo3 kind of stuff(it was great idea there, but unfortunately not polished) with evasive, massive attack etc. orders. LONGER fights, in years? Then player could chose massive attack with some additional penalties and people killed. In some proportions of units(on both sides) some attacks can be better then others during different moments of fights. This way gamer would give it some attention with pleasure. At the moment is unload troops and forget kind of thing.

l)migration policy: all settings for race, some bonuses from diversity and minuses from "not like your face" behaviour. Similar as on diplomacy screen. Changed often (happiness, cash and grow penalty) when relation with race empire would be changed. Currently I don't have a reason to play with it, so I do nothing. Maybe similar behaviour is partially in and I do not know :)?

BR,
RW

(in reply to Brainsucker)
Post #: 1605
RE: Master Wishlist Thread - 6/1/2013 8:08:36 PM   
jomarmont

 

Posts: 12
Joined: 5/30/2013
Status: offline
My wishes:
- add an option to remove/randomize weapons graphics so we cannot guess at what is being used against you just by watching the battle (keep muzzle flash, missiles and explosions though)
- leave wrecks behind for reclamation
- add a system of tech upgrades pretty much like M.A.X. (Mechanized Assault and Exploration) where tech parameters could be infinitely upgraded (cost and/or time to get it done would increase ridiculously the higher you went). Make it so that any given player cannot have/build it all to the max...ever
- make us play against improved versions of Skynet...make it kill us in the nest roguelike style if it has an opportunity to do so. I am seeing too many pirates flying capitals that will not attack my space port...and I know they know where it is
- make it harder to detect, fix and acquire abandoned capitals and other ships with early tech.

(in reply to rwolnicki)
Post #: 1606
RE: Master Wishlist Thread - 6/3/2013 1:01:11 AM   
Eddy33

 

Posts: 2
Joined: 8/25/2012
Status: offline
After playing for some time, I can't recall all the important locations in the game or where I wanted to strike next. So for my wishlist:

  • Possobility to set your own location markers on the map and name them yourself, also being able to switch visibility on and off
  • In-game markers indicating battles (also with an small number on top, showing how many enemys I'm up against)
    -I'm aware that the game shows me enemy fleets, but I would like to have an extra indicator that is more flashy and easy to spot on the map, showing me all fights even with enemy ships not in a fleet and space creatures (also an option to turn visibility on and off wont hurt)
  • Possibility to make in-game notes aka your own log (I'm tired of writing everything down on a paper or pause the game and switch to word)

Hope you like my ideas.

(in reply to Okim)
Post #: 1607
RE: Master Wishlist Thread - 6/3/2013 1:13:11 AM   
Brainsucker

 

Posts: 100
Joined: 8/2/2010
Status: offline
I know that this idea will change the rules of the game. But, let see :

Beam vs Solid weapon :

Beam weapon is capable of penetrating armor easily, but they must surpass the shield; while solid weapon will bypass the shield completely and attack the armor.

Now, rather than use the current "easily broken" armor, the armor should be change so they can stand against weapon like the current shield; while the shield should be change too so they can feel like a energy shield. Because until now, I feel like that the armor is useless, and easily broken while the shield is act like the HP / armor for your ships.

(in reply to Eddy33)
Post #: 1608
RE: Master Wishlist Thread - 6/3/2013 2:30:44 PM   
invaderzim

 

Posts: 211
Joined: 6/3/2013
Status: offline
Hello, I just got the game so apologies if I haven't read all 54 pages of this thread yet. :)

It would be great if the Ship Build Order screen allowed you to specify where you want your ships built. Instead of building ships at main starbases which has plenty of resources on hand, the AI likes to build a good chunk of your fleet at far flung starports which have to wait months or years for construction materials to arrive.

Also related to this, it would help if you could refund the unbuilt ships without losing half the cost of the ship. The 50% cost penalty is rather stiff if you just placed the order a second ago and want to change your mind (or the AI's mind) about where to build those ships.

< Message edited by invaderzim -- 6/3/2013 2:32:03 PM >

(in reply to Brainsucker)
Post #: 1609
RE: Master Wishlist Thread - 6/3/2013 4:52:09 PM   
Mansen


Posts: 352
Joined: 5/3/2013
Status: offline
quote:

ORIGINAL: invaderzim

Hello, I just got the game so apologies if I haven't read all 54 pages of this thread yet. :)

It would be great if the Ship Build Order screen allowed you to specify where you want your ships built. Instead of building ships at main starbases which has plenty of resources on hand, the AI likes to build a good chunk of your fleet at far flung starports which have to wait months or years for construction materials to arrive.

Also related to this, it would help if you could refund the unbuilt ships without losing half the cost of the ship. The 50% cost penalty is rather stiff if you just placed the order a second ago and want to change your mind (or the AI's mind) about where to build those ships.


You are in luck! You can use the Construction Yards menu instead of the build order to choose specific shipyards to order from. The interface isn't quite as sleek as the build order one but it does the job.

Example : http://peecee.dk/uploads/062013/2013-06-03_175216.jpg


< Message edited by Mansen -- 6/3/2013 4:54:58 PM >


_____________________________

Currently Working On:
X-Universe Conversion (Hiatus)

(in reply to invaderzim)
Post #: 1610
RE: Master Wishlist Thread - 6/3/2013 7:53:22 PM   
Azuran


Posts: 40
Joined: 6/3/2013
Status: offline
Distant Worlds is such a complex game, I wish there was a text box somewhere in the ui where we could write notes,maybe in the Messages Screen. It could be linked to a hotkey to make it appear.

(in reply to Mansen)
Post #: 1611
RE: Master Wishlist Thread - 6/3/2013 10:04:41 PM   
invaderzim

 

Posts: 211
Joined: 6/3/2013
Status: offline
quote:


You are in luck! You can use the Construction Yards menu instead of the build order to choose specific shipyards to order from. The interface isn't quite as sleek as the build order one but it does the job.

Example : http://peecee.dk/uploads/062013/2013-06-03_175216.jpg


Thanks, it rather defeats the purpose of the build orders page, but it does do the trick. :D

Another unrelated wish: An option to call off my starfighters and bombers once a ship has been boarded by assault pods. An option to tell my ships to use less firepower when attempting to capture ships would also be nice since my ships tend to blow things up instead of capturing them half the time.

(in reply to Mansen)
Post #: 1612
RE: Master Wishlist Thread - 6/3/2013 10:09:35 PM   
Bebop Cola

 

Posts: 250
Joined: 5/9/2012
Status: offline
Ships or Bases with fighter bays have an option to recall fighters. There should be an icon in the lower left panel for fighters. Clicking on that has options to launch fighters if they aren't already, or recall them if they are.

(in reply to invaderzim)
Post #: 1613
RE: Master Wishlist Thread - 6/4/2013 2:58:53 AM   
invaderzim

 

Posts: 211
Joined: 6/3/2013
Status: offline
Yes, you can recall the fighters and bombers, but how do you keep them from launching again? No matter what I do, including changing all my fleet engagement stances to "attack only when attacked", the fighters launch again and continue to shoot the boarded ship.

< Message edited by invaderzim -- 6/4/2013 2:59:52 AM >

(in reply to Bebop Cola)
Post #: 1614
RE: Master Wishlist Thread - 6/4/2013 6:07:44 AM   
jesuswhywhy

 

Posts: 79
Joined: 11/7/2010
Status: offline
to choose what pirate types play, maybe its in the game editor though

(in reply to invaderzim)
Post #: 1615
RE: Master Wishlist Thread - 6/4/2013 5:35:39 PM   
Bebop Cola

 

Posts: 250
Joined: 5/9/2012
Status: offline
quote:

ORIGINAL: invaderzim
Yes, you can recall the fighters and bombers, but how do you keep them from launching again? No matter what I do, including changing all my fleet engagement stances to "attack only when attacked", the fighters launch again and continue to shoot the boarded ship.

Good point. Not sure about that one.

< Message edited by Bebop Cola -- 6/4/2013 5:36:08 PM >

(in reply to invaderzim)
Post #: 1616
RE: Master Wishlist Thread - 6/4/2013 7:34:59 PM   
VilleYrjola

 

Posts: 115
Joined: 12/9/2009
Status: offline
Not sure if this is the correct place to put this but here it goes. I read a while back that after Shadows, Codeforce would make one more expansion pack that is centered around the modding community (and maybe more if Shadows and that do well) but they'd also start making DW2. I've been wondering after I read that whether they'd be moving onto 3D engine or make a more refined and better engine that is based on 2D graphics. So, what my actual wish is, is that if Codeforce should move to 3D graphics, please do so carefully. Too many good games have been reduced to ash after moving onto 3D because that eats so much more resources that other areas of the game might take a blow from that.

Again, this is propably too early for this, but I wanted to share my thoughts on this and hear what you guys have been thinking about this if anything.

(in reply to Bebop Cola)
Post #: 1617
RE: Master Wishlist Thread - 6/4/2013 7:35:44 PM   
VilleYrjola

 

Posts: 115
Joined: 12/9/2009
Status: offline
E: Doubles for some reason.

< Message edited by Rosmarus -- 6/4/2013 7:37:34 PM >

(in reply to Bebop Cola)
Post #: 1618
RE: Master Wishlist Thread - 6/5/2013 5:06:04 PM   
invaderzim

 

Posts: 211
Joined: 6/3/2013
Status: offline
Sometimes I wonder if 10 missile launchers will cost more than 20 maxos blasters. And what will give me more bang for the buck, etc.

I'd like a column that shows me how much parts on the ship will cost. One for the individual part and one column for the total cost. Something like this would be awesome.




Attachment (1)

< Message edited by invaderzim -- 6/6/2013 8:29:53 PM >

(in reply to Brainsucker)
Post #: 1619
RE: Master Wishlist Thread - 6/6/2013 4:58:47 PM   
Bebop Cola

 

Posts: 250
Joined: 5/9/2012
Status: offline
To support the ship capture mechanic, shield depletion weapons look to be an important contribution. That, or some game logic that allows ships to scale down their firepower when on a ship capture mission to use minimal force. Ideally, I don't want to overwhelmingly damage the ship or base I'm trying to capture. A little damage is reasonable, but when my ships pummel it to destruction to knock out the last 50 shield points, or continually bash it even after boarding pods are landed, I become sad.

I'd like the ability to set the primary weapon on fighters, or have a setting on carriers/bases to tell them what kind of fighter(from an expanded list with different weapon loadouts) to keep on deck. Fighters are pretty straightforward, and I'm not too interested in micro-managing their entire design, but it would be nice to be able to swap out their primary weapon with either a shield depletion gun/missile as above, or maybe ion weaponry.

(in reply to invaderzim)
Post #: 1620
Page:   <<   < prev  52 53 [54] 55 56   next >   >>
All Forums >> [New Releases from Matrix Games] >> Distant Worlds 1 Series >> RE: Master Wishlist Thread Page: <<   < prev  52 53 [54] 55 56   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

1.937