Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Remaining complaits before DW2.

 
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 >> Remaining complaits before DW2. Page: [1]
Login
Message << Older Topic   Newer Topic >>
Remaining complaits before DW2. - 6/2/2014 6:26:49 PM   
ASHBERY76


Posts: 2136
Joined: 10/10/2001
From: England
Status: offline
Tax rate should effect migration, but have no effect on producing babies.

Make reputation effects last longer and have more meaning to gameplay.Or add it to modding options.

Add long cool downs for all aspects of Diplomacy.Alliances,santions,peace,war.

Make war weariness tick down and not vanish straight away when at peace.

Strategic map constant pointer showing where battles are taking place.

Less constant spamming stupid diplomatic offers like giving tiny credits or constantly asking for protection and subjugated nations asking to be released everyday.Dude cheers for that 100 credits but I kinda have 1 zillion.

Population policies by race or letting us do it on the planet UI screen by pressing on that race in UI.

Races should react to rebuilding or having world destroyers diplomacticly,ala like Civ with nukes.


Add yours below.

_____________________________

Post #: 1
RE: Remaining complaits before DW2. - 6/2/2014 7:13:38 PM   
Bingeling

 

Posts: 5186
Joined: 8/12/2010
Status: offline
Nice list. No cooldown on peace, though.

Rework reputation, but I am not sure how. Lose it by conquering stuff and being nasty, rise it by killing pirates. It is a bit cheap. Of course, killing powerful pirates should give some.

Give a simple way at game start to disable all alien ships floating around.

Fix it so that one pirate fleet attacking just adds one raid. I know it is an issue since the AI struggles with landing all at once, but..

(in reply to ASHBERY76)
Post #: 2
RE: Remaining complaits before DW2. - 6/2/2014 7:24:31 PM   
Tampa_Gamer


Posts: 160
Joined: 12/27/2010
Status: offline
Assuming these can get fixed before DW I is abandoned:

(1) Fix it so damaged armor is not treated as a damaged component (and thus sends the ship scurrying for a repair yard) - note I have not tested this in the latest build so this may have been cured.

(2) Still would like to decrease late game micromanagement by allowing ships to be sent to specified rally points (with ability to create/name rally points) - if that is too complex table it for DW II, but at least allow new ships produced at location to be given "MOVE TO" order to specified system.

(3) [will insert more here as I think of them and play the latest game]




< Message edited by Tampa_Gamer -- 6/2/2014 8:25:19 PM >


_____________________________

For those interested, forum thread link to post with a master list of all my DW mods: Link


(in reply to Bingeling)
Post #: 3
RE: Remaining complaits before DW2. - 6/2/2014 8:07:33 PM   
Ralzakark


Posts: 225
Joined: 4/24/2012
Status: offline
Excellent list ASHBERY76.

I would add to it: messages when a new research location or potential colony is found. If I can have a message when a ship needs refueling, surely finding a potential colony deserves one as well. Not too important but it bugs me.

(in reply to Tampa_Gamer)
Post #: 4
RE: Remaining complaits before DW2. - 6/2/2014 8:30:03 PM   
Franky007


Posts: 133
Joined: 3/10/2005
Status: offline
Funny i was thinking of posting such a list this morning...

I really wish that the dev will look at this list and update the game (with the most easy fix at least)


How about adding a flag to a system, that would prevent your ships to go there
(for exploring or resupply).

Explorer should switch for a new target as soon as they scan their current target.

In race policy: Add to ResearchDesignTechFocus1 : Tech#, Priority, MaxLevel

Remove transparency in the Empire Navigation Tool, to improve font clarity.

< Message edited by Francoy -- 6/3/2014 10:27:50 PM >

(in reply to Ralzakark)
Post #: 5
RE: Remaining complaits before DW2. - 6/2/2014 8:45:23 PM   
pycco

 

Posts: 345
Joined: 5/28/2013
From: United States of America
Status: offline
great ideas all the way around

Ability to set teams

having an option to set the HW population level at start of game, for all empires.

the A.I. to use my ships designs against me. like the pirates do but for all sizes/types.

more detailed economy screen that show accurate data on resort income, trade screen showing who is buying what for how much and how much from me though trade agreements.


(in reply to Franky007)
Post #: 6
RE: Remaining complaits before DW2. - 6/2/2014 9:31:22 PM   
Bingeling

 

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

quote:

ORIGINAL: Tampa_Gamer
(1) Fix it so damaged armor is not treated as a damaged component (and thus sends the ship scurrying for a repair yard) - note I have not tested this in the latest build so this may have been cured.

(2) Still would like to decrease late game micromanagement by allowing ships to be sent to specified rally points (with ability to create/name rally points) - if that is too complex table it for DW II, but at least allow new ships produced at location to be given "MOVE TO" order to specified system.


- armor, how could I forget. Let us give a percentage to flee at when it comes to armor damage.
I would like 20% shield or 60% armor, for instance. The problem is still there.

A hint on 2: Read the AAR post I make in something like 12h. A construction fleet, stuck in the home system, where all builds are put. Guess where they all go as long as fleet leader is always "at home"? At least until leader is escaping and parks in dead space outside (automate it and it may return, maybe?). It is possible with many of those.

(in reply to Tampa_Gamer)
Post #: 7
RE: Remaining complaits before DW2. - 6/2/2014 10:50:01 PM   
erikose

 

Posts: 4
Joined: 6/2/2014
Status: offline
Less of a complaint but a suggestion:

Be able to set a system as a conquest or development target without having to select individual ships/fleets during AI control.

Love the rally point/stay away system flag suggestions as well.

- E

(in reply to Bingeling)
Post #: 8
RE: Remaining complaits before DW2. - 6/2/2014 11:22:19 PM   
Spacecadet

 

Posts: 1780
Joined: 4/18/2010
Status: offline
Well, considering the current Wishlist is 58 pages already . . .



_____________________________

CPU: Intel 2700K
RAM: 16 GB
GPU: GTX 970
OS: Windows 7 (64 bit)
Res: 1920 x 1200



(in reply to erikose)
Post #: 9
RE: Remaining complaits before DW2. - 6/2/2014 11:26:19 PM   
Hannable

 

Posts: 93
Joined: 11/4/2013
Status: offline
The ability to place a colony in quarentine if a plague hits it. No ships or resources will arrive or leave the colony until the player un-quarentines it. I'm not sure if plague actually spreads through the trading routes, but even if it doesn't, quarentining a planet is exactly what a ruler would do if a nasty contagious plague struck one of his worlds.

Better feedback when it comes to ships. If a ship is destroyed, it shouldn't inform me that it has "completed it's mission." While I suppose it did finish the mission in a technical sense, I wouldn't call being destroyed a completed mission. Plus, when a ship is repaired, I should be told a ship is repaired, not that a ship has been "completed" as if it is a new ship coming off the construction yard.

+1000 for a "stay away" and "rally" command so ships arent blundering into pirate central or sand slug paradise.

It would also be nice to order a ship to join a specific fleet as part of the purchase order. "Join nearest fleet" only works if you have the fleet you want as the closest fleet to the construction yard. But if you build multiple ships in multiple yards, it's a pain to make sure only one fleet is the closet to ALL of the yards.

If you disassemble an abandoned ship, you should have access to that ship design to both build and upgrade it.

The ability to act as a third party negotiator if two allies are at war with each other. That gives a nice alternative option than to go to war with one of them or refuse to honor a treaty. Perhaps the formula for success can depend on an ambassador's skills + empire reputation - the amount of dislike the two warring empires have for each other.


(in reply to erikose)
Post #: 10
RE: Remaining complaits before DW2. - 6/3/2014 1:55:44 AM   
Buio


Posts: 247
Joined: 11/21/2012
Status: offline
I believe it would be best to present a short and focused list instead of everyone's wishes. It would just become like "Master Wishlist part b" where it's just to much to be possible to manage for the developer.

Maybe get people to vote on a longer list and then present 10 most wanted? "this is important, rest is optional"

(in reply to Hannable)
Post #: 11
RE: Remaining complaits before DW2. - 6/3/2014 2:06:42 AM   
Kobracan

 

Posts: 42
Joined: 4/24/2012
Status: offline
I fully support the original poster's list. Those especially diplomacy improvements are sorely needed and shouldn't be too hard to implement.

(in reply to Buio)
Post #: 12
RE: Remaining complaits before DW2. - 6/3/2014 7:45:33 AM   
pycco

 

Posts: 345
Joined: 5/28/2013
From: United States of America
Status: offline

quote:

ORIGINAL: Buio

I believe it would be best to present a short and focused list instead of everyone's wishes. It would just become like "Master Wishlist part b" where it's just to much to be possible to manage for the developer.

Maybe get people to vote on a longer list and then present 10 most wanted? "this is important, rest is optional"


+1

(in reply to Buio)
Post #: 13
RE: Remaining complaits before DW2. - 6/3/2014 11:10:03 AM   
Icemania


Posts: 1847
Joined: 6/5/2013
From: Australia
Status: offline
Agreed, we need a voting system, so it' clear what the big ticket items are

(in reply to pycco)
Post #: 14
RE: Remaining complaits before DW2. - 6/3/2014 11:40:38 AM   
towerbooks3192


Posts: 337
Joined: 8/12/2012
Status: offline
I have some complaints but I usually recall them only when I am playing. The one I could remember now is that it should be easier to move characters and troops around. For example, it is annoying when let's say I want a fleet admiral to go in to X fleet but then I don't know which ships belongs to which fleet on the character screen. It would be better if they will let you choose a fleet first then the option to place the character on an individual ship within the fleet.

As for troops, easier ways of moving things around especially loading/unloading and choosing which troops to move where would be great.

The lower left screen (don't know the name but the one where it displays all the info of an object you click) needs to be improved especially with how you could order troops/ships/ buildings through that screen.

_____________________________

et ignobiles oblivio

(in reply to ASHBERY76)
Post #: 15
RE: Remaining complaits before DW2. - 6/3/2014 12:24:49 PM   
Sieppo


Posts: 933
Joined: 12/15/2012
From: Helsinki, Finland
Status: offline

quote:

ORIGINAL: Tampa_Gamer

(2) Still would like to decrease late game micromanagement by allowing ships to be sent to specified rally points (with ability to create/name rally points) - if that is too complex table it for DW II, but at least allow new ships produced at location to be given "MOVE TO" order to specified system.



+1, I think MOO2 had this.

(in reply to Tampa_Gamer)
Post #: 16
Page:   [1]
All Forums >> [New Releases from Matrix Games] >> Distant Worlds 1 Series >> Remaining complaits before DW2. Page: [1]
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

0.844