Master Wishlist Thread

Distant Worlds is a vast, pausable real-time, 4X space strategy game which models a "living galaxy" with incredible options for replayability and customizability. Experience the full depth and detail of large turn-based strategy games, but with the simplicity and ease of real-time, and on the scale of a massively-multiplayer online game. Now greatly enhanced with the new Universe release, which includes all four previous releases as well as the new Universe expansion!

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Jeeves
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RE: Master Wishlist Thread

Post by Jeeves »

I wish I could specify how many of each civilian ship type I want built per colony. For example I've always wanted more miners... Now if I get to do that I wish the miners would mine sensibly rather than worthless lead 68 asteroids or sitting idle like the gas miners often do...

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Antarian
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RE: Master Wishlist Thread

Post by Antarian »

One thing that would really help the modding community with this game would be the ability to enable a detailed logging file for crashes when modding.
"If there are gods, they do not care, and justice always goes to the strong. But remember this: All that is done before the naked stars is remembered" Klingon proverb.
Hannable
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RE: Master Wishlist Thread

Post by Hannable »

This is kind of a minor point - but then again, maybe not because I find it rather irritating and misleading.

1) When a ship is repaired, the pop-up message should say that the ship is repaired - NOT that the ship was completed. It gets annoying when I have new ships coming off the assembly line while other ships are being repaired elsewhere in the galaxy. I get a message stating that such-and-such a ship was completed so I click to go there only to find out it wasn't a new ship that needs a fleet assignment but rather an old ship that was repaired. Unless you memorize the name of every ship in your fleet, you get led on merry little chases as you click on ships you don't need to click on.

2) Same thing when a ship is destroyed. Instead of the pop-up saying such-and-such a ship was destroyed, it will tell me it has completed its mission! Well, I suppose it DID complete its mission, but not in a good way. What would be nice is a toggle that will allow players to receive messages of ships being destroyed. It helps when dealing with replacements and logistics. If there are lots of battles going on all the time, players can toggle the messages off.

"Only one human captain has survived battle with a Minbari fleet. He is behind me. You are in front of me. If you value your lives, be somewhere else." - Delenn of Minbar
Hannable
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RE: Master Wishlist Thread

Post by Hannable »

What I would like to see in addition to some of the great ideas already posted ...

When a fleet is selected, I'd like to have a "back" button when selecting individual ships.

Sometimes when I have a mixed fleet of my own ships and captured ships, I often have to refuel and upgrade them individually. Right now, from the info box in the bottom left corner, if I select an individual ship to check it's stats, I have to click off the fleet entirely and re-select the fleet again before I can check a different ship.

So, when you click on a ship icon from the fleet view in the bottom left corner, being able to click a "back" button to get back to the fleet (giving access to the clickable ship icons again) would be very helpful.

Hopefully I made enough sense so you know what I'm talking about. I'm sure it's too late to include in the Universe release, but perhaps this functionality can be put into a future patch.

Thanks.
"Only one human captain has survived battle with a Minbari fleet. He is behind me. You are in front of me. If you value your lives, be somewhere else." - Delenn of Minbar
FireLion1983
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RE: Master Wishlist Thread

Post by FireLion1983 »

ORIGINAL: Hannable

What I would like to see in addition to some of the great ideas already posted ...

When a fleet is selected, I'd like to have a "back" button when selecting individual ships.

Sometimes when I have a mixed fleet of my own ships and captured ships, I often have to refuel and upgrade them individually. Right now, from the info box in the bottom left corner, if I select an individual ship to check it's stats, I have to click off the fleet entirely and re-select the fleet again before I can check a different ship.

So, when you click on a ship icon from the fleet view in the bottom left corner, being able to click a "back" button to get back to the fleet (giving access to the clickable ship icons again) would be very helpful.

Hopefully I made enough sense so you know what I'm talking about. I'm sure it's too late to include in the Universe release, but perhaps this functionality can be put into a future patch.

Thanks.

Just press B or the arrow above the info box.
Bebop Cola
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RE: Master Wishlist Thread

Post by Bebop Cola »

I was interested to see that with Universe new resources could be modded in, and especially that some resources could be produced at colonies of sufficient population/development levels. One of my wishlist items from a while back was a trade goods feature implemented.

Unfortunately, the Mod guide isn't showing me any way that such a resource could be implemented in a meaningful way. I mean, the resource could be added to be created at a colony, but what push factors encourage it to be traded versus just being kept at the colony for local consumption?

Moreover, everyone's trade goods would be the same. There doesn't appear to be any way in the resource section to create race-specific resources. For example, there doesn't appear to be any way to restrict a Securan Incense or Shandar Opals resources to those races. Any colony-produced resource added is made by every colony in every empire.

This works fine for some manufactured goods like starship fuel or manufacturing prefabs, but doesn't seem like it would do much for trade goods. If everyone makes the same trade goods, and all trade goods are equally valuable, then the only empire making the largest surplus of the goods(ie. has the largest colony world) really benefits. If we could create race-specific resources then even an anemically developed empire might still have a redeeming trade network. Moreover, it would promote incorporating other races into one's empire so as to produce new trade goods. Of course, the game would then need to do some manner of population calculation for a mixed-race world to see what trade good(s)they might produce, so maybe there would be a coding limitation there.

Is this something that could be added in with a future update to Universe?
tbrass
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RE: Master Wishlist Thread

Post by tbrass »

DW:2 - it would be really, really nice to have a native Linux build. As a poor substitute, making it work with Wine would be okay.
noego
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RE: Master Wishlist Thread

Post by noego »

Probably too late for this... But... Music files are like:

Action1.mp3
Action2.mp3
BoldStroke.mp3
...
etc.

Would it be possible to make one directory per music type and then maybe we could drop mp3s into each directory for DW to pick from.

Pretty please, with a cherry on top! [&o]
Bebop Cola
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RE: Master Wishlist Thread

Post by Bebop Cola »

If possible with Universe, I'd like a way to export events. If I create a particularly complex event that I think I'd want to use in a future scenario, I'd like a way to export that event to import into a different map.
Kobracan
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RE: Master Wishlist Thread

Post by Kobracan »

Very simple request. In the design screen (maybe just above the warning box), it would be nice to be able to see ship size limits. This info is available on the "designs" screen but not on the actual design page. The warning box tells you if you go over the limit but it's nice to be able to see it as numbers so you can plan for it while designing. I hate having to go back one screen and having to start the design over because I forgot what the design size limit was.
melin
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RE: Master Wishlist Thread

Post by melin »

I've been enjoying the game, but it seems like there are a few balance issues making certain strategies just plain better then others:

1) Weapons are not balanced well against each other. For example, Tier 7 Torpedoes compared to Missiles, the Torpedoes vastly out damage the missiles.

- Missiles do not lose damage over distance, so they maintain 6.6 damage per second
- Torpedoes lose 4 damage per 100 distance, so at optimal range they have 25 damage per second and at maximum range they do 5 damage per second (I'm not sure exactly how you calculate damage loss, so I did some rounding here)
- The actual break even point for torpedoes to match the dps of missiles is at 920 distance of the maximum 990
- At best ranges, Torpedoes will do 3.7 times more damage then missiles
- If you include the fact that torpedoes use less space when fitting, they can actually produce 5.18 times more damage then missiles (probably wont reach number this since you'll need to give up some space to energy systems)

Other important differences:
- Torpedoes use 64 Energy every 2 seconds vs 18 Energy every 4 seconds for Missiles
- Torpedoes require 1440 more research points to progress past tier 4
- Torpedoes are size 10 compared to Missile size 14
- Missiles do half damage against armor

In essence missiles are just a vastly inferior version of Torpedoes. They can be used in certain situations, but since they are so niche as currently designed you would never give them research points to make them competitive in this role. Lasers vs Phasers also have this issue to a lesser extent, but the raw damage output of Lasers put them in a class above Phasers.

I would suggest working out each weapon type and comparing: damage per second (best, average, worst), damage per second per size, range, energy per second. From here it should be pretty easy to figure out which weapons are outliers and bring them into line. Data like this will also be useful if you want to increase weapon research complexity or allow modifying weapons.


2) As above, should calculate damage estimates on the ship in damage per second. Fighter bays should count for damage (I'd probably assume best fighter).

3) Its frustrating to refuel and load troops when in large fleets (seems about 30+ it gets bad). I've often seen the actions just fail.

4) More Fleet AI options. I have two major improvements I'd like:
a) Fleets will not engage pirates in my space. Its very common for pirates to settle into empty systems in my empire, any of the automated fleets I have are strong enough to eject these pirates, but they'd rather just chill out in their own system. Specifically, I'd like to be able to have strike forces / fleets be able to seek out pirates in/near my space.
b) When I'm at war, 95% of my automated fleets hang out in perfectly safe home systems. I'd like to be able to have options for where the fleets will be automatically located. For example:
- keep 0-100% of fleets near alien borders (2 grids)
- keep 0-100% of fleets near hostile alien borders (2 grids)
Having a setting like this could force the fleet AI to move your fleets into newly captured territory rather then sitting on the fence or requiring manual intervention to make sure a fleet gets posted there.

The above fleet stuff might make more sense to do with a larger overhaul of fleet logic and allow more fine grained roles. Eg, define percentage of fleet types, size of these fleets, composition of these fleets, by the role of fleets (defend, attack, pirates, intercept, etc).

5) Last one, I swear. Ship cost/maintenance is unbalanced. You get much more bang for your buck at larger ships and larger ships are inherently better in this game due to AOE effects. I'm sure it varies from game to game, but the auto-ship designer created destroyer class ships that were 6 times more efficient in maintenance cost to attack then an escort class ship. In raw defense, they were only 60% (1.6 times) more efficient per maintenance. This trend continues upward to Capital class ships.

To put this concretely, let me provide an example from one of my games. The cost inmaintenance on a capital ship was roughly equivalent to 6 escorts. These escorts will have a combined attack of 180 and a combined raw damage soaking in shield/armor of 1740. My capital ship had 835 attack and 3440 shield/armor. This capital ship would wipe the floor with these escorts with equal maintenance cost.
Upuauta
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RE: Master Wishlist Thread

Post by Upuauta »

1. Please give me/us the possibility to mark a system as a "no-fly-zone". Reason is, that sometimes you might want to not allow your ships to enter a specific system. For example the Guardians Home system. It can happen that your ships try to refuel at the nearest location. If the nearest location is the Guardians home system then they fly right into that system making the Guardians angry (I call this a bug and had reported it already some years ago....). And making the Guardians angry is not good.
Wizaerd
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RE: Master Wishlist Thread

Post by Wizaerd »

ORIGINAL: UPUAUT

1. Please give me/us the possibility to mark a system as a "no-fly-zone". Reason is, that sometimes you might want to not allow your ships to enter a specific system. For example the Guardians Home system. It can happen that your ships try to refuel at the nearest location. If the nearest location is the Guardians home system then they fly right into that system making the Guardians angry (I call this a bug and had reported it already some years ago....). And making the Guardians angry is not good.

+1
Zilkin
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RE: Master Wishlist Thread

Post by Zilkin »

I would like to be able to set the auto-save to work eg. every 5 mins. It only takes literally like 2-3 seconds to save, but saves me([:D]) lot of headache in case of crashes. Especially if the latest auto-save gets corrupted in the process like just happened to me.
fruitgnome
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RE: Master Wishlist Thread

Post by fruitgnome »

Important 4 me:
Possibilty to disable the question of canceling the protection treaty with pirates.
Please make it at least possible to set the willingnes to break treaty in empire policy to set to 0 like forbidden.
Add to the discription of the extractors how many are the best at one station/ship.

Attack suggestions should only be made for fleets with no mission.

Nice2Have:
Possibilty to disable the question of canceling the mining rights/luxury export.
Possibilty to disable the question of do trade sanctions.

Really nice to have were:
If you can discuss over government with other empires, but not to easy.
Over subjugated empires you should have more control.
If you could make war with a late tech with only different kampfbots and that you can control ships without hab moduls and lifesupport, like drones.
If you have with two empires defense pacts and one wants to declare war the other one, you should solve the problem with diplomacy.
Four classes of every ship type, like destroyer, destroyer 2, etc..
New spacebase type "Luxury Extractor Station".
Repair and Fuel Ships.
It should be worst for the empire, if they are attack/destroy passenger ships, colony ships and resort bases.
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2guncohen
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RE: Master Wishlist Thread

Post by 2guncohen »

More differs ground troops and fighters you can mod in the game.
Detech
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RE: Master Wishlist Thread

Post by Detech »

Please add sortable column "Design" in Ship Manager. Its a quite difficult to find some not retrofitted ship in 200+ list, or operate more than one design in each class of spaceships
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Ranbir
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RE: Master Wishlist Thread

Post by Ranbir »

Constructor Automation:

I think we need some ways to breakdown what exactly I want automated from them.

In particularly I'm finding my construction ships automatically trying to build research stations that are well out of range of my empire, several sectors away. Here is an example: http://gyazo.com/926c606f4a972b2d895611e9585aeee4 My homeworld is bottom right, this ship wants to build something that far away well out of my zone of influence.

I like how I could in my games set a limit on influence range and more fun for me, colony range, thus stopping the exploit of stretching the empire quickly and establishing the best locations.

The over-reach with mining stations, I understand; its the quickest way to secure resources before you can colonize...but research stations at such a crazy distance is a bit much, considering they are so high value once built.
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titus1
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RE: Master Wishlist Thread

Post by titus1 »

When designing new ships/stations, the ability to insert a new component at any position in the existing design, rather than always at the end of the queue. Should be fairly easy to add and would save a lot of time for those who like to manually design their stuff.
That if it's not already in but unknown to me...
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Ranbir
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RE: Master Wishlist Thread

Post by Ranbir »

An option of influence to overlap and thus create a natural "neutral zone" between empired. And planets within it can be considered contest and so forth. And then allows diplomatic options to trade certain planets/systems mining rights.
"The imaginary number is a fine and wonderful resource of the human spirit, almost an amphibian between being and not being." - Gottfried Leibniz
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