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RE: Master Wishlist Thread - 12/22/2010 4:21:46 PM   
nammafia

 

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I haven't read all 32 pages to find out if the following idea has been proposed.  If it has, +1.

When colonizing independent colonies or taking over enemy planet with existing population, I would like to have the following policies dealing with existing population

+ Expelled : cost money and some reputation hit
+ Exterminate: cost money, maximum reputation hit, maximum chance of insurgency and civil war, zero economy until your race population reach 10M
+ Voluntary leaving: this should occur over time as native population are slowly leaving the occupied planet, minimum hit on economy
+ Pacifying: cost money and minimum reputation hit
+ Concentration camp: cost money, greater chance of insurgency, minimum reputation hit
+ Slavery: great for economy, reputation hit based on empire government type
+ Giving native population an option to join your empire:  this should occur when you first settle on or occupy the planet.  If they agree to join, you gain on economy and becoming part of the empire, zero chance of insurgency.  If they don't, then you can carry out one of the policies above.


(in reply to Bob123)
Post #: 961
RE: Master Wishlist Thread - 12/22/2010 6:18:55 PM   
Shark7


Posts: 7841
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From: The Big Nowhere
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quote:

ORIGINAL: nammafia

I haven't read all 32 pages to find out if the following idea has been proposed.  If it has, +1.

When colonizing independent colonies or taking over enemy planet with existing population, I would like to have the following policies dealing with existing population

+ Expelled : cost money and some reputation hit
+ Exterminate: cost money, maximum reputation hit, maximum chance of insurgency and civil war, zero economy until your race population reach 10M
+ Voluntary leaving: this should occur over time as native population are slowly leaving the occupied planet, minimum hit on economy
+ Pacifying: cost money and minimum reputation hit
+ Concentration camp: cost money, greater chance of insurgency, minimum reputation hit
+ Slavery: great for economy, reputation hit based on empire government type
+ Giving native population an option to join your empire:  this should occur when you first settle on or occupy the planet.  If they agree to join, you gain on economy and becoming part of the empire, zero chance of insurgency.  If they don't, then you can carry out one of the policies above.




Most of this is in the Modders wishlist, and I think in this one. It's a huge list, so no one will blame you for having missed anything. I can't even remember half of what I've asked for already.

I will say you've expanded to some take-over options that we hadn't already discussed. Particularly the Expulsion, or the voluntary leaving (refugees).

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Post #: 962
RE: Master Wishlist Thread - 12/22/2010 9:46:31 PM   
PaulP

 

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An immigration setting might be fun. It could just be a check box at the bottom of the diplomacy screen similar to the trading of super rare resources.

Restricting immigration from an empire would prevent their citizens coming to your empire (which would negate the potential benefit of growing by their people immigrating to your colonies) and stop your citizens from emigrating to their empire. It could give a bonus to defense against that empire's intelligence agents, since they would have a harder time getting in. Default option would be to allow immigration. It could have a small hit on the relations between you if you restrict it, maybe 1 or 2 points - nothing too major.

This would allow people to roleplay a xenophobic race, or a dictatorship that won't allow its' citizens to leave.




Also, im not sure how possible this would be, but adding a way to move things in the editor would be amazing. I was just trying to get a scenario going with everyone equally spread out in a map so all the empires could expand a bit before their borders got messy, but every time I generate it it keeps jamming 2 or 3 empires together. It would be SO convenient if I could just go into the editor and click one of the empire's home systems and click "Move" and then click somewhere else and have it pop over there. That way I could just relocate the empires as I see fit in order to get a specific scenario set up without having to regenerate the universe 500 times until I find one where things are how I wanted them.

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Post #: 963
RE: Master Wishlist Thread - 12/24/2010 10:20:57 AM   
Okim


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From: Russian Federation
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quote:

An immigration setting might be fun.


Uh. I badly need this option! I`m just way too xenophobic and tend to shoot down some nasty migrants especially from bugs/lizards/rats races :)

The other thing that i badly need is a mobile long range scanner ship that will deploy much like refuel ship (but anywhere i need) and will attract fuel freighters to ressuply them. I tend to use explorators for this task right now, but long range scanners burn out of fuel very fast and after automated refuel they never return where they were positioned.

(in reply to PaulP)
Post #: 964
RE: Master Wishlist Thread - 12/24/2010 2:44:38 PM   
Setekh


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Not sure if it's been mentioned or not,  but an extra .png image for dedicated carriers would be nice.

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Post #: 965
RE: Master Wishlist Thread - 12/24/2010 3:07:54 PM   
Igard


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quote:

ORIGINAL: Setekh

Not sure if it's been mentioned or not,  but an extra .png image for dedicated carriers would be nice.


+1 for this. I'll add this to the modders wishlist thread also.

I've also just discovered that we can create an extra shipset in our customization folder. We can then create a Carrier image and name it, 'cruiser.png'. This image shouldn't be used by any other race, so it's effectively there for our use as a carrier image.

It would be more suitable to have a carrier.png image for each shipset also.

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Post #: 966
RE: Master Wishlist Thread - 12/24/2010 4:18:30 PM   
Setekh


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Thanks Igard. I'll use that process for now!

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Post #: 967
RE: Master Wishlist Thread - 12/24/2010 5:23:59 PM   
Igard


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quote:

ORIGINAL: Setekh

Thanks Igard. I'll use that process for now!


I've just done some more testing on it and found that you must add a ship image for every ship in the set. It won't work otherwise since the game has no default to fall back to for ship families above 10.

It would be nice if it just ignored this and didn't add a new ship image if there's none supplied, but it's still cool that we can do this even if it means adding a copy of one of the vanilla shipsets with our own Carrier class replacing one of the ships.

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Post #: 968
RE: Master Wishlist Thread - 12/24/2010 8:32:31 PM   
caerr

 

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Mass disband for troops

Allow multiple selection for the disband button in the troops screen.

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Post #: 969
RE: Master Wishlist Thread - 12/27/2010 6:09:57 PM   
republicofpepsi

 

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Not sure if it has been mentioned before but...I would really like to see a breakdown of trade. I'd like to see what I'm importing per month/year, what I'm exporting, to whom etc. I think it would add another layer to the game without adding any actual new mechanics. You could see who is buying what from you and try and expand your gathering of it. Find out what your empire is having to buy the most and try and shore up the deficiency.

In a future expansion you could possibly allow us to manipulate the prices and we could play the entire game as a galactic transport corporation. Transport Tycoon in space.

(in reply to caerr)
Post #: 970
RE: Master Wishlist Thread - 12/27/2010 9:48:28 PM   
kenata

 

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After playing DW and ROTS for a while, I have a few suggestions I would like to see.

1) I would really like some method of dictating what kinds of missions my automated military ships can do. I find it fairly annoying in the early game when I have a limited number of ships and my escort ships prioritize escorting freighters and mining ships to patrolling mining stations and other stationary bases. Since most escort ship have like 1/2 to 1/3 the fuel of a mining ship or a freighter, their escort missions are fairly worthless. Honestly, I would love it if there was some policy screen where I could say, Automated military ships can only patrol systems and escort constructors/colony ships.

2) I would love it if I could specify how far out my automated constructors can go from my owned star systems. Recently I had a construction ship fly half way across the galaxy to try and snag a research location in the middle of a semi friendly region. While I would like to automate these constructors, I find too often that they will prioritize far off and undefendable locations to close and well insulated locations. Again, some kind of policy screen for their automation would be stellar.

3) I think it would be cool if the new ship build screen has two additional buttons, one for clearing the fields and one for adding the new ships to a particular fleet. I really love the ship build screen, but many times in the late game, I find myself using it to queue up building a set of ships for a new fleet. Yet, I am force to set up how many to build, then  open up the ship screen and manual select all the new ships to add them to a new fleet. It would be very nice if I could simply open the build screen, set up how many ships I want, select a fleet for the ships, then have them be already added to the new fleet.

4) It would be cool if a construction ship showed some kind of percent to completion on its main screen card. Right now, this information is available but I have to go to the construction yard screen to see it. This is especially important when trying to repair a world destroyer as it is nice to know how soon it will be completed.

5) It would be nice if I could queue up repair missions for a construction ship.

6) I think it would be nice if I could set a mission for troop carriers to load until full. Right now, the only mission I can seem to find is "load at nearest colony with troops" or "Load at a particular colony". In general, this means that if I want a set of troop carriers to load until full, I have to either manually sit and keep setting the mission to load at nearest colony or automate my troop carriers to do this.

7) Add a fleet mission where all ships in the fleet refuel at the closest station to each individual ship. Later in the game when I start creating fleets from all over my empire, they tend to need to be refueled. However, if I tell them to refuel at nearest refuel point, they are ordered to move to the nearest one to the fleet leader even if it is all the way across the galaxy.

8) Currently, there is a moderate exploit which makes gifts fairly worthless. Instead of giving gifts, one gets fair more out of simply starting a trade and trading a small amount of money for a large amount of money. The AI sees this as you giving them an amazing trade. This is fair more cost effective, especially once your personal treasury makes giving even small gifts a massive economic hit.

9) Trading Sanctions should have a in game time limit. Currently, one can exploit trading sanctions by simply trading a very high priced trade sanction on a well liked friend, then turning around and resetting up the free trade agreement, only to trade it again. In a recent game, I have a 90+ relation with an empire and was able to sanction them like 4 times in a row to the tune of around 40mil in techs from the shakturi. In the end, I still was able to come away with a 23+ relation and a free trade agreement.

10) Fighter bays are not considered a weapon. I tried to create a type of fighter escort ship but was forced to add a blaster since fighters are not considered a weapon.

11) Starting near the Ancient Guardians kind of sucks as they will usually take most of the best spots near you and you can't negotiate for their conflicting mining stations.

12) War mongering should probably have a bigger diplomatic impact than simply a reputation hit. In my last two games, I have played as a fairly war like people but kept an amazing reputation.

13) Aligning with the shaktur should probably have a huge diplomatic impact. In my most recent game, I had a 90+ relation with the shakturi and was slowly destroying the galaxy with them, but no one seemed to care about it.

Well, This is all I can think of right now. I will post again when I think of more things.

(in reply to republicofpepsi)
Post #: 971
RE: Master Wishlist Thread - 12/28/2010 4:51:16 AM   
Igard


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From: Scotland
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Could we have a wee toggle button on the main game screen for switching between 'Newly constructed ships to be automated' and 'Newly constructed ships to be manual', please.

I like to be able to switch between both as it saves my capital ships going off on patrol and burning lots of fuel unnecessarily. Currently we have to go into options and then empire settings and then check the box and then exit empire settings and then exit options and then continue game. It's kind of buried inside the menus, where it should be out in the open.

Cheers.


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Post #: 972
RE: Master Wishlist Thread - 12/29/2010 1:19:52 AM   
BigWolf


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Are we finally going to be able to alter interface sound levels?
I asked for this when DW was first released, would of thought this would have been done by now
The loud bleeps when clicking on things are very annoying to my ears (especially when they are louder than all other sounds within the game), I'd rather they be off altogether


< Message edited by BigWolf -- 12/29/2010 1:20:46 AM >


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Post #: 973
RE: Master Wishlist Thread - 12/29/2010 2:17:11 AM   
hal9000


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*It would be nice if the settings in the empire policy screen could be saved, so that I don’t have to change them with every game I start.

*Please change the shortcut for taking a screenshot, I’ve made a lot of involuntary screenshots while typing 0 on the num-pad

*would be nice if the potential colony menu on the left could have the number of potential colonies shown next to its symbol and if it could auto update when opened. Right now you’ve to close and re open it to show newly founded planets.

*the AI is disbanding my fleets regularly again, maybe because of the retrofitting?

*when I’ve deactivated automatic research the game should pause and open the research screen when a project finishes and there’s no project queued in one of the areas

*when setting up the galaxy it would be nice to have a simple option ‘distribute empires evenly through the galaxy’

*when I’m playing the humans e.g. I’ve to research continental colonization which gives me nothing besides being able to research desert colonization. There should either be some other bonus I get when I research this or it should be one of the humans starting tech

*the AI shouldn’t suggest building troop transports as long as I haven’t made contact with other empires

(in reply to BigWolf)
Post #: 974
RE: Master Wishlist Thread - 12/29/2010 11:56:50 AM   
Setekh


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Agreed with everything above. especially the screenshot button.

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Post #: 975
RE: Master Wishlist Thread - 12/29/2010 12:33:25 PM   
BigWolf


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quote:

ORIGINAL: hal9000
*Please change the shortcut for taking a screenshot, I’ve made a lot of involuntary screenshots while typing 0 on the num-pad

*when setting up the galaxy it would be nice to have a simple option ‘distribute empires evenly through the galaxy’


yes, two things that have also been suggested many times since day one

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Post #: 976
RE: Master Wishlist Thread - 12/29/2010 7:08:23 PM   
Hetulik

 

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As a nice to have i'd love to see a new column called "System" in the Expansion planner. It's a little confusing to see a moon named Iskoox and not know what system its in. Whereas I know immediately Yaras 14 is in the Yaras system.

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Post #: 977
RE: Master Wishlist Thread - 12/29/2010 7:43:55 PM   
nammafia

 

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Yes, it would be nice to have a "system" column.  However, what we really want is to change the entire naming system to which has been suggested over and over in this wish list.

Actually, you can see the location of the colony in the galaxy in the mini map as a yellow dot.

(in reply to Hetulik)
Post #: 978
RE: Master Wishlist Thread - 12/30/2010 3:43:57 AM   
Shark7


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I wish I could filter out all planets with Qaulity lower than 50% in the expansion planner. I have no intention of colonizing such poor worlds.

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Post #: 979
RE: Master Wishlist Thread - 12/30/2010 4:02:19 AM   
JamesM

 

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I would like to see in the galactic a drop down selection showing where damaged ship fields are located.

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Post #: 980
RE: Master Wishlist Thread - 12/30/2010 4:23:46 AM   
hal9000


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quote:

ORIGINAL: Shark7

I wish I could filter out all planets with Qaulity lower than 50% in the expansion planner. I have no intention of colonizing such poor worlds.


+1

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Post #: 981
RE: Master Wishlist Thread - 12/30/2010 2:22:15 PM   
Setekh


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quote:

ORIGINAL: Shark7

I wish I could filter out all planets with Qaulity lower than 50% in the expansion planner. I have no intention of colonizing such poor worlds.


This would be a great addition.

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Post #: 982
RE: Locking Troops into position... - 12/30/2010 9:29:07 PM   
ajarnlance

 

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Hi! Newbie here. I love this game but I can't find a way to "lock" troops into staying put on a certain colony. My ships automatically pick up troops and move them around. I know I could set all my troop carrying ships to manual but I would like to suggest a better solution: have a "garrison" button on the troop screen that instructs troops to remain at a specific colony location. Thanks! Lance.

(in reply to Erik Rutins)
Post #: 983
RE: Locking Troops into position... - 12/31/2010 9:32:49 AM   
unclean

 

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I'd really like to see more performance-related controls since this game runs really slowly on my midrange Core 2 Duo unless I drop my desktop resolution and turn all the graphical settings all the way down.

One thing that might help: I've been noticing that the game seems to use dithering on all its sprites and takes at least a half-second to apply it whenever I zoom or scroll. An option to disable it seems like it might speed things up a bit.

Good game, but the choppiness is grating.



< Message edited by unclean -- 1/4/2011 10:50:29 PM >

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RE: Locking Troops into position... - 1/1/2011 3:10:50 AM   
kenata

 

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This might be an odd request but can you make it so that the various list UI elements don't updated every time there is a change. This is especially bad when I use the expansion planner to select targets for my construction ships. Every time you order a constructor to a new world, it seems to update the entire UI element just for the one little change in art, which is a killer when you get into the late game and have the entire galactic map.

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Post #: 985
RE: Locking Troops into position... - 1/1/2011 5:29:32 AM   
unclean

 

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quote:

ORIGINAL: kenata
This might be an odd request but can you make it so that the various list UI elements don't updated every time there is a change.


+1 to that! Being able to shift-select multiple items at once would be really nice as well.


Being able to do a secondary sort on the columns would be decent, too. For example you could sort by resource density, then by distance to easily find good locations in your territory instead of having to check if an asteroid is halfway across the galaxy.

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Post #: 986
RE: Locking Troops into position... - 1/1/2011 3:13:24 PM   
Setekh


Posts: 178
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From: Norfolk, England
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I have to agree with kenata, does seem a bit wasteful.

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RE: Locking Troops into position... - 1/3/2011 10:42:41 PM   
csebal

 

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So many very good observations and i could add at least a dozen more of my own.

That is, if I ever muster my strength to do it. Until then:

Most of this thread +1.

My most important wish:
I would be happy to see a dev that collects and posts user feedback and allows the players to vote on what they would like to see the most, then improved the game based on that feedback.

Advantages:
- We would see what issues are already on the list and not waste your time to write about / explain the same thing someone already mentioned before you.
For example, there is just no way i would read all 32 pages of this thread to see what issues have already been posted before me, which will in turn reduce the chance of me ever posting my ideas a lot. why? Because I would rather not risk wasting everyone's (including mine) time posting stuff that others already posted before me.
- We would see that our efforts (that is.. taking the time to post ideas in a comprehensible fashion) are not wasted.
- You would get a fairly decent idea of what the players would like to see improved and in what order.

(in reply to Setekh)
Post #: 988
RE: Locking Troops into position... - 1/4/2011 2:48:36 PM   
2guncohen


Posts: 401
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- I realy realy want to make new pirate factions.
And I want to have the option to provide them a tailor made shipset.

Please do this for us

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Post #: 989
RE: Locking Troops into position... - 1/4/2011 5:50:55 PM   
OJsDad


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Hi, newb here. Playing DW+ROTS+Beta Patch. This is a great game, but have some things I would like to see added or changed;

1. I would like a screen to see what resources are being produced where. I know I can see what each colony is producing from the colonies screen, but I would like to be able to highlight a resource, and see where it is being produced at. I noticed on the Expansion Planner window that the top right window doesn't seem to be used for anything, perhaps there.

2. Diplomacy. When being asked by another race to take some action against a third race, it would be nice to be able to open the Diplomacy screen and see what my current relations with the other two races before I accept or decline the request

3. A tab on the Build Order screen for Facilities. From what I can tell, you either get a pop up in the middle of the screen or you have to go to each colony to initiate a facility build.

4. In stead of pop up coming up to ask about building facilities, diplomatic actions or covert actions against another race from my ministers, how about a display on the side like the ship build suggestion notice.

5. When designing ships, I save the design, high light it in the design list, and click the upgrade, and it will be upgraded. Not sure what is being upgraded, but there are no new techs being completed between the time. Not sure if it is something I'm missing, or something not clear on the ship design screen, but may need to rework the design screen.

6. Design and build task forces. Probably not used much in early game but in later game, it would be nice to be able to design and build a task force. First you would assign you ship classes you want as part of the task force, then you can purchase however many of those task forces you want. Ships could still be built individually and not assigned to a TF. The current build order and assigning ships to fleets is not too bad now, but I'm already seeing lag in opening the ships and bases screen.

7. Fleets. Perhaps make Fleets an administrative only unit. Task forces and ships are assigned to a fleet. A fleet could be responsible for a designated geographic area. Also, assign ship yards to fleets. I don't want a ship or TF built at the far end of my empire, for a fleet at the opposite end. It takes too long for ships to transfer, then you have to refuel them. Also, a ship yard could be assigned to more than one fleet.

8. For a future expansion, it could be nice to see the economy expanded like the resources are. Have actual industries on different planets. This makes losing a planet with a key industry hurt more. It would also allow for central planning government types to take control of the economy. This could also have a huge impact on blockades, as a planet that cannot ship a key widget could cause a large problem for an empires war effort, whether it affects to building of military units, or the morale of civilians.

9. Armies. Expand ground forces to have different unit types. Design divisions like you design ships, ie HQ, support, armor, infantry, mobile, etc. Then design Armies like TF my assigning divisions types.

10. Instead of a drop down perhaps a tab screen for the Ships and Bases screen.

(in reply to 2guncohen)
Post #: 990
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