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RE: Locking Troops into position...

 
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RE: Locking Troops into position... - 1/4/2011 10:59:49 PM   
unclean

 

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quote:

ORIGINAL: OJsDad
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.


Not sure if this is exactly what you're asking for, but in the Expo planner you can select "my empire resource locations" and click the resources column to sort them.

(in reply to OJsDad)
Post #: 991
RE: Locking Troops into position... - 1/4/2011 11:33:38 PM   
OJsDad


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quote:

ORIGINAL: unclean

quote:

ORIGINAL: OJsDad
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.


Not sure if this is exactly what you're asking for, but in the Expo planner you can select "my empire resource locations" and click the resources column to sort them.


Pretty close. If a colony has more than one resource, they still all get listed together. Would still like to see a list of all sources of a resource. One thing I don't think this is showing are the mining stations that are in gas clouds or gas giants that are not colonized.

(in reply to unclean)
Post #: 992
RE: Locking Troops into position... - 1/6/2011 3:26:57 PM   
SireChaos

 

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From: Frankfurt, Germany
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I would like to have a way to either subsidize or tax the construction of either freighters or mining ships, in order to persuade the civilian economy to build a larger or smaller number of them.

I would also like to be able to either subsidize or tax the production of specific resources, to steer the civilian economy towards mining specific resources over others.

(in reply to OJsDad)
Post #: 993
RE: Locking Troops into position... - 1/6/2011 5:19:37 PM   
Shark7


Posts: 7786
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From: The Big Nowhere
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quote:

ORIGINAL: SireChaos

I would like to have a way to either subsidize or tax the construction of either freighters or mining ships, in order to persuade the civilian economy to build a larger or smaller number of them.

I would also like to be able to either subsidize or tax the production of specific resources, to steer the civilian economy towards mining specific resources over others.


My current game has around 1300 civilian ships, the majority of which (1200) are freighters. My but they are busy little bees.

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Post #: 994
RE: Master Wishlist Thread - 1/6/2011 9:23:53 PM   
Evil Steve

 

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just changing the subtitle back from "Locking troops into position..." as it was making me slightly tetchy 

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Post #: 995
RE: Master Wishlist Thread - 1/6/2011 11:31:17 PM   
JamesM

 

Posts: 936
Joined: 8/28/2000
From: QLD, Australia
Status: online
I would like to see a drop down selection on the overall galactic map showing locations of damaged ships areas.  I find these fields and can never find where they are after I first leave them, unless I have had sent a a construction ship to repair them or a fleet to destroy the monsters.

(in reply to Evil Steve)
Post #: 996
RE: Master Wishlist Thread - 1/7/2011 3:06:25 AM   
OJsDad


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I would also like to see;

11) Not sure yet, but can a ships defenses protect other ships, ie Anti Missile Missles, defense guns, etc. If not, it would be nice to have those techs. It would allow for the development of escort ships for protecting front line combat ships.

12) Task Force formations. For TF's to form different formations for battle. No. 11 above would play into this.

13) Allow different government types to have different levels of control over the economy. Central control goverments are going to micromanage while laize faire are going to be hands off.

14) Weapon platforms. Use these to help protect planets and mining stations.

15) More planet defences. Allow figher bases, planet based guns and missles (besides ion guns). Don't limit to a single of each, but allow as many as player wants. This would perhaps make for hit and run tactics by attacking forces who are not strong enough to take the planet, but want to widdle down the defenses.

16) A notes section to allow players to make various notes. Locations of points of interest, reminders for when you return to a game, etc. (All strategy games need this )

< Message edited by OJsDad -- 1/7/2011 3:08:18 AM >

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Post #: 997
RE: Master Wishlist Thread - 1/7/2011 5:21:53 PM   
Balakirev

 

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As a lurker who bought the game about 8 weeks ago and the add-on recently, I'd like to request the option to switch to a larger font, and a more contrast-based text-on-background for the interface, pedia, etc.  My eyes are still good this far on in life, but they're not quite what they were back when, and I really don't like coming away from playing for a bit with teary eyes that have little to do with being overwhelmed by another galactic power.

< Message edited by Balakirev -- 1/7/2011 5:45:13 PM >

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Post #: 998
RE: Master Wishlist Thread - 1/7/2011 5:22:36 PM   
2guncohen


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- Planetary forcefield to hinder simple overpowering troop invasions.



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Post #: 999
RE: Master Wishlist Thread - 1/7/2011 8:33:13 PM   
SireChaos

 

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quote:

ORIGINAL: jamesm

I would like to see a drop down selection on the overall galactic map showing locations of damaged ships areas.  I find these fields and can never find where they are after I first leave them, unless I have had sent a a construction ship to repair them or a fleet to destroy the monsters.


They´re labelled on the main map.

But you´re right, a drop-down for selecting labelled areas would be nice.

(in reply to JamesM)
Post #: 1000
RE: Master Wishlist Thread - 1/7/2011 10:32:18 PM   
Sabre21


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I don't know if this has been asked..but can the game remain frozen when the editor is active. Too many times for one reason or another something unfreezes the game while in editor.

Also I would like it to remain frozen when you click on the Ruins pop-up option "Go to Event Location". When one of these pop ups occur the game is frozen and if you click on the investigate ruins the options then change allowing you to go there. I just want it to remain frozen when i get there.

One last request...I would like the ability to create and save a map that I can use with future games. The last beta patch removed all my old savegames.

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Post #: 1001
Automated Taxation Policy - 1/10/2011 1:30:32 PM   
sbach2o

 

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With the Expansion I have now for the first time experienced the effects of the changes as to how population grows.

That growth was once more or less independent of most outside factors. Maybe when the overall happiness on the colony dropped under some threshold, growth was cut a bit, but besides that it mostly depended on the indegenient growth rate of the respective race and how filled a colony already was.

Now the happieness in a colony factors in strongly. Growth seems to be almost proportional to how happy the colonists are. The effects are devastating:

The automated taxation does not respect this fact at all. It already taxes beginning colonies, though (according to 'Empire Policy') somewhat lighter than normal. This kills growth on those small colonies without giving anything back. 10 percent of nothing is still nothing, and the compounded interest effects of stunted growth will translate to much, much more missed income later.

The Empire Policy settings we have are missing some crucial settings. From memory these settings are:

'< 500 million colonists'... 'Low taxes'
'< 2000 million colonists'(?)... 'Medium taxes'
'> 2000 million colonists'... 'High taxes'

I am not sure about the actual threshold population values, although those thresholds seem more or less fine. Also I am not sure about the labels used to classify the tax levels. Anyway, the default settings aren't sensible and we are missing a a crucial tax level setting. What I'd like and should be used as a default to keep AI empires competitive should be:

'population at maximum'... 'High taxes'
'< 500 million colonists'... '*NO* taxes'
'< 2000 million colonists'(?)... '*NO* taxes'
'< 8000 million colonists'... 'Medium taxes'
'> 8000 million colonists'... 'High taxes'

Under these settings, the first overrides all other population based settings. Then another pretty high population level is introduced to give more room for fiddling. The setting of '*NO* taxes' is crucial as you want to let colonies grow at the maximum rate, when they do not offer much income, so they eventually become colonies which can contribute some. Besides some better adapted control over general taxation policy, I'd also like a per-colony override, but with settings like the above, one could live without.

Another devastating effect of the happyness-based growth is how that further increases the spread between low- and high-growth races, because Atuuk and Securan are notoriously happy apart from being so fertile.

< Message edited by sbach2o -- 1/10/2011 4:30:02 PM >

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Post #: 1002
Ship class naming - 1/10/2011 4:43:19 PM   
jalapen0

 

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Please see my post here. I think it's a good idea.

http://www.matrixgames.com/forums/tm.asp?m=2684257

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Post #: 1003
RE: Ship class naming - 1/12/2011 1:50:33 PM   
Data


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not sure if this is already on the wishlist but i for one am obviously thinking of the picard maneuver; what do you think about this?
we could have a set of both defensive and offensive preset maneuvres on the status screen for a ship or for a fleet as well - maybe a way we could design our own maneuvres...and formations for fleets also

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Post #: 1004
RE: Ship class naming - 1/12/2011 1:52:09 PM   
Data


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1) the polution concept from moo2 - the more you build the more polution you should create; this should slow your production and downgrade the development

2) the morale concept from moo2 - we already have happines and approval but if we make them impact directly on research for example we could slow it down (it would be needed)

3) leaders already covered in another thread

4) tractor beams to slow a target down and reduce it's defensive potential; even use it to tow damaged ships in case you don't want to send a construction ship overthere.

5) have agents perfrom sabotage or other missions and frame another empire for it...this way we can also get in trouble for nothing if someone else does this to us

terraforming and planet construction to make planets from asteroid fields (even the ones left after we destroy a planet  )
offcourse considering the amount of planets we already have it sounds funny but we could create them with some options (resources that we want, etc)

we can go even crazier, tech to move planets or even stars...make the doubled star system some of us dream about, make the kemplerer rosette from niven's novel or even the ringworld itself...dyson spheres, orbital cities



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...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....

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Post #: 1005
RE: Ship class naming - 1/12/2011 1:54:25 PM   
Data


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Basically, I think we should be able to supply the construction ship proactively; it's a state ship not private and there are times when you need it to be able to build something on the spot without waiting for it to supply itself or wait for freighters

atm you can queue a construction mission and after the construction ship has supplied itself scrap it....this leaves the resources in it's cargo to be used for the next order.

Mind you, I'm perfectly happy with the way it works now. I'm just curious if you think it's a good ideea to have a supply option for this ship to make it load resources in it's cargo even when no construction orders are given, to have it ready to react much faster on the next order.
Just realized this would also be good when you queue more missions for a construction ship.


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...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....

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Post #: 1006
RE: Ship class naming - 1/12/2011 2:46:22 PM   
Data


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also weapon mods (heavy mount, continuous, auto fire) and weapoon miniaturization increasing with each new higher tech level researched beyond the end of the tech tree -> this was actually a great ideea in MOO2 where you had an incentive to play even in late game

as you probably already noticed I'm a MOO2 die hard and these come from there also but I'm not trying to adapt DW to MOO2 as DW is clearly far better now and more complex and fun....these are just ideas, if they go in good if not no problem at all

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...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....

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Post #: 1007
RE: Master Wishlist Thread - 1/13/2011 4:22:27 AM   
Hetulik

 

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I'm also finding I could fund my empire entirely by selling/trading technology for credits to my allies. I'm paying alot of expenses for my state economy, and am doing ok with private sector profit, but i'm always loosing money so need to sell some technology for money to stay afloat.

It makes sence to sell technology for credits, but it doesn't seem balanced to be getting 100,000 credits for some very small easily obtainable technology.

It feels like i should get less money for the equivent value in technology.

(in reply to Data)
Post #: 1008
RE: Master Wishlist Thread - 1/13/2011 7:52:53 PM   
Data


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make the saved designs file available in every new patch
i like to save my designs and export them, unfortunatelly with each new update i cannot import them and have to redo the entire process

i'm not sure how easy this would be, this is why i'm not requesting (begging) it for saved games....maybe for the designs export file it would be easier
the problem is that you update this game too fast

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...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....

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Post #: 1009
RE: Master Wishlist Thread - 1/13/2011 8:02:21 PM   
Tampa_Gamer


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First, since my days of beta testing and modding days of Space Empires IV and V I have not been this excited about a 4x space strategy game. I bought the original and expansion shortly before the holidays and have not played a single PC game other than DW since then - I even received Fallout: New Vegas for Christmas but it is still sitting on the side of my desk in a wrapper underneath all my handwritten notes and charts I have made while playing my first game of DW. Kudos to the developers for making what I hope will be a classic for many years to come.

I am sure most of these have been mentioned in some form or another, but my hope is that the ones that are repeated will garner higher attention due to popularity.

(1) [DECREASE MICROMANAGEMENT - RALLY POINTS] Almost every single strategy game (turn-based and real-time) contain these since they help reduce the number of repeated commands mid/late game (good examples - Space Empires V, GalCiv 2, etc.). Optimally, you would create these by right-clicking on a set point in space or an object (a/k/a fleet or planet) and then be offered an edit box to name them. Once created you should also be able to bring up a listbox of current rally points and edit them rename them, etc. (similar to the Fleets screen). Finally, you should be utilize the rally points when you (1) right-click a ship and give it a move order (the list of rally points should appear similar to the assign fleet interface), and (2) in the shipyard menu - where you should be able to tell a shipyard to direct all state ships to rally point X.

(2) [PLAYER NOTES] Each primary object (system, planet or ship) should have the ability to attach a player-editable note. This is extremely helpful in long strategic games such as DW where one game could last several weeks. The best implementation of this concept so far that I have seen is Sword of the Stars.

(3) [EXTERNALIZE ALL DATA FILES] I know this has been covered over in the modding areas, but I cannot stress enough how much longevity and increased popularity externalizing the data into .txt files and allowing modders access gives to a game. IMHO Space Empires IV and V had the best implementation of this so far. In addition, the concept of the modding folder and structure that it uses allows a great deal of flexibility for people to choose different mods.

(4) [SOUND STRUCTURE] Sound is very important to me and is sometimes given the least attention in games even though it forms 50% of the feedback equation along with visual feedback (at least until games that generate smell and tactile feedback become more mainstream). I think DW does an adequate job at sound but I would like to see 3 things that would greatly enhance the sound: (1) as others have mentioned, incorporate both the music and effects subfolders into the customization folder so that we don’t have to mod the original files to change a laser sound effect; (2) when you hopefully externalize the data for the weapons, please make sure to include in the .txt data file the data line for each weapon that references the sound effect so that it can be changed and new ones added; and (3) if multiple weapons utilize the same sound effect I would recommend that they still be given unique names for DW to point to (just copy the sound effect and change the name) - this allows maximum flexibility in the portability and use of several mods simultaneously by allowing sound modders that want to expand on the original sounds and supply unique weapon sounds to simply supply a new set of sounds - rather than forcing the sound modder to also rewrite the data file to force a new unique naming system and thus creating an instant conflict between that mod and any other mod that modifies the weapons data file (for a good implementation of this concept see Space Empires IV and V).

(5) [DECREASE MID-LATE GAME DRAG/DIPLOMACY] I may have missed it, but I do not see an option to force an AI to surrender. If my empire has overwhelming firepower and they are down to 1 or 2 colonies with no hope, there should be an option to force surrender and incorporate them into your empire (for a good implementation of this see Sword of the Stars)

(6) [GROUND COMBAT] I still have Star General on my hard drive, simply due to my love of how that element was incorporated into the game. I don’t think that particular model fits into the DW scale, but I would like to see visual and audio feedback in terms of how battles are progressing (good examples - MOO3, GalCiv 2, etc.).


(in reply to Erik Rutins)
Post #: 1010
RE: Master Wishlist Thread - 1/13/2011 9:39:13 PM   
BigWolf


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From Modders wishlist

quote:

ORIGINAL:  Shark7

This is basically something Data suggested, but I've refined it down a bit:

Ability to designate shipyards for open, civilian, or military construction.

  • Open - Default:  These shipyards build whatever comes up in the queue, just like we have now.
  • Military:  These player designated shipyards build only military ships, and are there for always available for new military construction.  Civilian ships will never be built at a designated military yard.
  • Civilian:  These shipyards build the civilian ships as queued up by the AI, the exception is that they can be forced to a military ship by opening the shipyard itself and ordering the military ship into the queue.





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Post #: 1011
RE: Master Wishlist Thread - 1/13/2011 11:36:42 PM   
Shark7


Posts: 7786
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From: The Big Nowhere
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quote:

ORIGINAL: BigWolf

From Modders wishlist

quote:

ORIGINAL:  Shark7

This is basically something Data suggested, but I've refined it down a bit:

Ability to designate shipyards for open, civilian, or military construction.

  • Open - Default:  These shipyards build whatever comes up in the queue, just like we have now.
  • Military:  These player designated shipyards build only military ships, and are there for always available for new military construction.  Civilian ships will never be built at a designated military yard.
  • Civilian:  These shipyards build the civilian ships as queued up by the AI, the exception is that they can be forced to a military ship by opening the shipyard itself and ordering the military ship into the queue.






Uh, yeah, think I got that in the wrong list, thanks for catching it BigWolf...that is what I get for posting at 2 AM.

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Post #: 1012
RE: Master Wishlist Thread - 1/14/2011 1:09:12 AM   
Igard


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From: Scotland
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Also copied from the Modder's wishlist :-

quote:

ORIGINAL:  RViener
Screen lock icon should change between locked and unlocked icon.
Bob




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Post #: 1013
RE: Master Wishlist Thread - 1/14/2011 1:28:48 AM   
unclean

 

Posts: 163
Joined: 12/31/2010
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quote:

ORIGINAL: Data
make the saved designs file available in every new patch
i like to save my designs and export them, unfortunatelly with each new update i cannot import them and have to redo the entire process

Go back a folder bro, they're still around.

(in reply to Data)
Post #: 1014
RE: Master Wishlist Thread - 1/14/2011 6:54:15 AM   
Data


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yes, they are....the problem is they can't be loaded in the new version; that's what i'm after

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Post #: 1015
RE: Master Wishlist Thread - 1/14/2011 12:40:30 PM   
Swedewolf


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I got an idea that could be interiesting to know what u devs thinks. Here is link to the thread. http://www.matrixgames.com/forums/tm.asp?m=2687030

(in reply to Erik Rutins)
Post #: 1016
RE: Master Wishlist Thread - 1/14/2011 2:33:01 PM   
BigWolf


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quote:

ORIGINAL: Data

yes, they are....the problem is they can't be loaded in the new version; that's what i'm after

Copy them to the new folder? That's what I normally do (note: not launched up 1.5.2 yet, so don't know if something if different)

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Post #: 1017
RE: Master Wishlist Thread - 1/14/2011 4:30:33 PM   
Data


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tried and got an error
not paying much attention but it seems to be the same error as when i try to load a saved game form an earlier version

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...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....

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Post #: 1018
RE: Master Wishlist Thread - 1/15/2011 6:01:46 AM   
unclean

 

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I'd like to be able to have two different settigns for automated exploration ships in empire controls: Thorough and Quick. Thorough would be their current setting, where they explore everything in a system, while Quick would have them stop in a system then immediately move on. It would be really handy for when you're trying to track down other empires, or things like debris fields.


(in reply to Data)
Post #: 1019
RE: Master Wishlist Thread - 1/15/2011 9:37:27 AM   
Data


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we do have workarounds for this atm but indeed it's a good idea; also we could have a more refined set of orders (explore only continental planets or only scenic locations etc etc) - the options are endless

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Post #: 1020
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