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RE: Master Wishlist Thread

 
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RE: Master Wishlist Thread - 1/25/2012 10:29:38 PM   
PsyKoSnake

 

Posts: 16
Joined: 1/25/2012
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A way to obsolete design from the design list.

(in reply to Gelatinous Cube)
Post #: 1411
RE: Master Wishlist Thread - 1/26/2012 6:17:16 PM   
Harry2

 

Posts: 44
Joined: 5/3/2005
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Well thanks feelo

Your tips worked very well. ...and the main ships list does have a little map that shows the location of each ship you click on. Don't know why I never noticed that before.

Live 'n Learn


(in reply to feelotraveller)
Post #: 1412
RE: Master Wishlist Thread - 1/29/2012 12:44:20 AM   
Univeraakh HG7

 

Posts: 15
Joined: 10/26/2011
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HELLLLLLLLOOOOOOOO!
I am currently playing DW Legends...
Congradulations fellas!!! Great Expansion!! Really complex and... and... in its unique way... uh...

Great!
I am happy about the map size option thing, and the wonders, and that you can add yourselfe now up to 99 million credits in the editor, and about the territory thing... about that you can add more races to the game by modding... Great stuff, really!
But... could ya guys add in an update of the expansion the possibility to modd planets as i previously wished back in 2011...
I mean i do really need to add my own custom worlds and i'm sure that other players would support the idea... to healp make the DW universe Deeper... Far more distant than the name describes it...
i have allready created two planet types and going for the third but i'm really getting anxious to add them to the game and test em out!
Please when u make another update to the expansion add this possibility... I beg you... and the ones that support this idea... PLEASEEEEEEEEEEEEE!

< Message edited by Univeraakh HG7 -- 1/29/2012 12:47:20 AM >


_____________________________

I explore, colonize, exploit, defend and...
CREATE
(our universe-> Univeraakh-HG7)

(in reply to Harry2)
Post #: 1413
RE: Master Wishlist Thread - 1/31/2012 10:54:10 AM   
Ckoge

 

Posts: 3
Joined: 1/31/2012
Status: offline
DW series is great ever since the beginning, and now with legends its awesome....

as for the wishlist:

1. Adding a crew factor to the ships would be nice...

We do have Hab modules and depending on the number of same installed you could calculate number of crew needed for a ship to operate normally. Why add crew? Well you can repair systems on your ships but you cannot really repair the crew after extensive damage has been done to a ship. Depending on the crew % (0-100) your ship would operate with less efficiency.
Also this would make further advances possible. Like experience. Each ship would yield some experience to the attacker depending on the size. (a frigate killing a destroyer gives more xp to the frigate, then a destroyer killing a frigate would give to the destroyer)
this would give the game even more depth and a higher role play value than leaders (characters).

2. Ship hard points.

I am not sure how difficult it is to add this into the game, but it is worth considering. ATM each ship fires all weapons regardless of facing from a single point (mid of ship) in all directions. The strategist in all of us is screaming for turret points, weak spots, blind spots and similar.
This would in the end mean you would have to redesign the ship design system and window.
Also this would make ship roles more important - Explorer a single weapon point, Escort - some forward facing points, Frigate - some front and side points... and so on...

3. Light - Medium - Heavy weapons

Each time you research a weapon it should give you a L - N - H version of that weapon.
Also weapon research could be redundant (after it is done it can be started again but with higher research cost) so you can improve a weapon further.
Weapons should also be only allowed on certain designs -
- Light weapons (lower space used - lower damage - higher projectile speed - less energy usage -> for Escorts and frigates),
- Medium weapons (normal space used - normal damage - normal projectile speed - normal energy usage -> for destroyers, cruisers and specialized frigates),
- Heavy weapons (much space used - high damage - slowest projectile speed - high energy used -> cruisers and capital ships

4. Colony ships

Colony ships could be made permanent ships like troop transports, as in they pick up colonists into the colony module and drop em (and any cargo that is required) onto a planet and then return for more. Also there could be a limit to the number of them so that you can have one per some research lvl (redundant colonization research as well as planet type colonization research -> first gives more colony ships, other improves on some aspects of the colonization given type of planet).

5. Terraform unit

A module for space stations to slowly improve the quality of a planet. Normal value of the quality remains the same while improvement is shown in brackets - like a reverse disaster. If the terraform unit (space station with one) is destroyed the planet returns slowly back to normal.
This module should be high volume, high static energy usage and thus not suitable for every space station.

6. Corporations

A part of private sector (non player controlled). These mega companies have their own military (nothing big but sufficient to defend systems) and agendas. They play a part in advanced research (late game research) and also can be contacted like other empires but not directly controlled.

7. Trade routes

Players should be able to set up major trade routes, and demand trade ship allocation to the trade routes from corporations for some funding.

8. Carriers

Carriers should have their own orders -
- Anti fighter / bomber protection for fleet (pure fighter carrier)
- Anti capital /any other target with (pure bomber carrier)
- Fighter and bomber wings
and other orders...

9. Fleet formations
Self explanatory...

I hope you guys make this the ultimate 4x game.

(in reply to Univeraakh HG7)
Post #: 1414
RE: Master Wishlist Thread - 2/1/2012 11:48:10 AM   
Univeraakh HG7

 

Posts: 15
Joined: 10/26/2011
Status: offline
quote:

HELLLLLLLLOOOOOOOO!
I am currently playing DW Legends...
Congradulations fellas!!! Great Expansion!! Really complex and... and... in its unique way... uh...

Great!
I am happy about the map size option thing, and the wonders, and that you can add yourselfe now up to 99 million credits in the editor, and about the territory thing... about that you can add more races to the game by modding... Great stuff, really!
But... could ya guys add in an update of the expansion the possibility to modd planets as i previously wished back in 2011...
I mean i do really need to add my own custom worlds and i'm sure that other players would support the idea... to healp make the DW universe Deeper... Far more distant than the name describes it...
i have allready created two planet types and going for the third but i'm really getting anxious to add them to the game and test em out!
Please when u make another update to the expansion add this possibility... I beg you... and the ones that support this idea... PLEASEEEEEEEEEEEEE!


In this reply i had forgotten to add that also needed to add custom stars not only planets as modding...

(in reply to Ckoge)
Post #: 1415
RE: Master Wishlist Thread - 2/1/2012 12:30:41 PM   
solops

 

Posts: 498
Joined: 1/31/2002
From: Central Texas
Status: offline
Add more customization to the monster list during setup. I'd like to be able to turn some of them off and leave others on.

Also, PLEASE add a starbase column to the colony list screen. I am tired of scrolling through 30 to 50 planets to check on whether they each have a base and if it hase been upgraded to the desired model.

_____________________________

All that is necessary for the triumph of evil is that good men do nothing. - Edmund Burke
Liberty lies in the hearts of men and women; if it dies there, no constitution, no law, no court can save it. - Judge Learned Hand

(in reply to Univeraakh HG7)
Post #: 1416
RE: Master Wishlist Thread - 2/1/2012 10:33:26 PM   
Univeraakh HG7

 

Posts: 15
Joined: 10/26/2011
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quote:

5. Terraform unit

A module for space stations to slowly improve the quality of a planet. Normal value of the quality remains the same while improvement is shown in brackets - like a reverse disaster. If the terraform unit (space station with one) is destroyed the planet returns slowly back to normal.
This module should be high volume, high static energy usage and thus not suitable for every space station.


Better still when the space station is built to improve the quality of the planet to also change slowly the texture of the planet into a continental planet and by the time it has 100% Quality is a totall Continental Planet/Moon and if the terraforming unit is destroyed the planet will slowly decrease the quality all the way down to 40% and change the texture of it into Desert Planet/Moon

_____________________________

I explore, colonize, exploit, defend and...
CREATE
(our universe-> Univeraakh-HG7)

(in reply to solops)
Post #: 1417
RE: Master Wishlist Thread - 2/2/2012 8:56:36 PM   
Yarasala

 

Posts: 161
Joined: 5/10/2010
Status: offline
I very strongly suggest a system to influence the generation rate of characters, especially intelligence agents. I just now began to play with 1.7.0.10 and don't know how the increased generation rate of intelligence agents works out yet, but apart from this I would be more satisfied if I could influence that aspect of the game myself. Perhaps make it possible to build academy type star bases or planetary facilities for research, diplomacy, intelligence and so on that add to the probability of character generation while leaving in place a system to reduce probability dependent on the number of characters of a certain type that are already in your service.

(in reply to Univeraakh HG7)
Post #: 1418
RE: Master Wishlist Thread - 2/2/2012 10:09:38 PM   
Raap

 

Posts: 275
Joined: 1/12/2011
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Hyperdrive accuracy would be a neat feature. The better accuracy, the closer you get to where you actually 'right-click' when moving the ship. Same with automated moves. Currently there's no difference between the drives( that I've noticed) in that regard, they all just put you in the general area of where you( or the computer) send them. Highly advanced empires would then send fleets that simply came out on top of the enemy and their space ports, taking them by surprise. Existing low-tech drives would need to be made less accurate than they are now, of course.

(in reply to Yarasala)
Post #: 1419
RE: Master Wishlist Thread - 2/2/2012 11:59:09 PM   
Arcatus


Posts: 197
Joined: 1/2/2012
Status: offline

quote:

ORIGINAL: Raap

Hyperdrive accuracy would be a neat feature. The better accuracy, the closer you get to where you actually 'right-click' when moving the ship. Same with automated moves. Currently there's no difference between the drives( that I've noticed) in that regard, they all just put you in the general area of where you( or the computer) send them. Highly advanced empires would then send fleets that simply came out on top of the enemy and their space ports, taking them by surprise. Existing low-tech drives would need to be made less accurate than they are now, of course.


Proximity to target could be based on an existing or new design setting. I want my carriers to be far away, but a mass-driver cruiser should jump out right on top of the target.

End result: no more: "oh noes, my carrier jumped out on top of the spaceport and defences stations, and are getting killed while the capitol ships are slowly closing in... "

(in reply to Raap)
Post #: 1420
RE: Master Wishlist Thread - 2/3/2012 10:50:00 PM   
Univeraakh HG7

 

Posts: 15
Joined: 10/26/2011
Status: offline
quote:

5. Terraform unit

A module for space stations to slowly improve the quality of a planet. Normal value of the quality remains the same while improvement is shown in brackets - like a reverse disaster. If the terraform unit (space station with one) is destroyed the planet returns slowly back to normal.
This module should be high volume, high static energy usage and thus not suitable for every space station.


Better still when the space station is built to improve the quality of the planet to also change slowly the texture of the planet into a continental planet and by the time it has 100% Quality is a totall Continental Planet/Moon and if the terraforming unit is destroyed the planet will slowly decrease the quality all the way down to 40% and change the texture of it into Desert Planet/Moon


After The planet is transformed 100% in desert 40% quality in a few minutes (Let's say 10-15 mins) will start degenerating even more and will turn slowly into a bareen world 0% quality... unless you build another terraforming facility/ Sapace Station...

And don't forget to make possible the adding of custom stars and planets by modding

< Message edited by Univeraakh HG7 -- 2/3/2012 10:55:24 PM >


_____________________________

I explore, colonize, exploit, defend and...
CREATE
(our universe-> Univeraakh-HG7)

(in reply to Arcatus)
Post #: 1421
RE: Master Wishlist Thread - 2/4/2012 2:31:23 PM   
Morelyn

 

Posts: 55
Joined: 1/29/2012
Status: offline
Sorry, I haven't read through this entire thread, but badly, BADLY needed:

On the Construction Yards screen, on the bottom, Ships waiting to be constructed, there needs to be a Move To Top button, so I don't have to click a million times to bring a military ship to the top. You should also be able to select multiple ships with Shift- or Control-clicking and move them to the top all at once.

This is possibly the worst thing about the current UI for me.

(in reply to Univeraakh HG7)
Post #: 1422
RE: Master Wishlist Thread - 2/5/2012 7:28:54 AM   
Univeraakh HG7

 

Posts: 15
Joined: 10/26/2011
Status: offline
I need to report a bug:
I made a few designs with the level-7 of tech in a previous game and saved em...
but when i start a new game with the same tech level as bevore (lvl7) I need to upgrade the design for it to be able to use!!
and the worst part is taht it doesn't upgrade the design it is making it weaker, first, and second it removes items that i originally added and it adds by its pleasure items that are useless AND anoyingly many so that i need to work out again a LOT of time to remake the original project...
also---- I discovered that after you have the last tech, the colossal constuction you can build up a TITANIC building and totally indestructible in the project editor, no limit of size (I hope u don't change that) i mean if i need more size i simply add hab modules and life support and have a building of 10000 in size!!! THAT'S COLOSSALLY TITANIC its the size of a planet at its maximum 400 in size!!! (If u change this i will be outraged with u guys) but there is a small bug... i can't build that bilding or ship (And i'm not sure about that ship thing... i mean i don't know if it is that limitless sizing also at ships so if it isn't please add it also...) ... I CAN'T BUILD IT!!
even if i upgrade it!
so please fix this bugs and aslo make the possibility to build this colossal buildings... of 45000 in size if we want... PLSSSSSSSSS PLEASEEEEEE PLSSSS(means PLEASEEEEEEEE)

And don't forget to make possible the adding of custom stars and planets by modding

< Message edited by Univeraakh HG7 -- 2/5/2012 7:38:39 AM >


_____________________________

I explore, colonize, exploit, defend and...
CREATE
(our universe-> Univeraakh-HG7)

(in reply to Morelyn)
Post #: 1423
RE: Master Wishlist Thread - 2/5/2012 10:01:30 AM   
Awaras

 

Posts: 41
Joined: 4/12/2010
Status: offline

quote:

ORIGINAL: Univeraakh HG7

I need to report a bug:
I made a few designs with the level-7 of tech in a previous game and saved em...
but when i start a new game with the same tech level as bevore (lvl7) I need to upgrade the design for it to be able to use!!
and the worst part is taht it doesn't upgrade the design it is making it weaker, first, and second it removes items that i originally added and it adds by its pleasure items that are useless AND anoyingly many so that i need to work out again a LOT of time to remake the original project...
also---- I discovered that after you have the last tech, the colossal constuction you can build up a TITANIC building and totally indestructible in the project editor, no limit of size (I hope u don't change that) i mean if i need more size i simply add hab modules and life support and have a building of 10000 in size!!! THAT'S COLOSSALLY TITANIC its the size of a planet at its maximum 400 in size!!! (If u change this i will be outraged with u guys) but there is a small bug... i can't build that bilding or ship (And i'm not sure about that ship thing... i mean i don't know if it is that limitless sizing also at ships so if it isn't please add it also...) ... I CAN'T BUILD IT!!
even if i upgrade it!
so please fix this bugs and aslo make the possibility to build this colossal buildings... of 45000 in size if we want... PLSSSSSSSSS PLEASEEEEEE PLSSSS(means PLEASEEEEEEEE)

And don't forget to make possible the adding of custom stars and planets by modding


AFAIK, starbases built at colonies are unlimited in size from the start - You can build a 10000+ size starbase with starting tech if you want.

(in reply to Univeraakh HG7)
Post #: 1424
RE: Master Wishlist Thread - 2/7/2012 11:20:09 PM   
Shuul

 

Posts: 126
Joined: 2/16/2011
Status: offline
One simple implementation to make games more harder for players who find it too easy:
Add resource consumption rate slider (on colonies) at the "start new game" menu, or just add this to current difficulty level.
Also, whould be nice to see colonies consume strategic resources just like luxuries, maybe in lower rates (homes are not built from dust and Datha fur you know).

(in reply to Awaras)
Post #: 1425
RE: Master Wishlist Thread - 2/12/2012 9:07:48 AM   
Univeraakh HG7

 

Posts: 15
Joined: 10/26/2011
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About the terraforming unit that i asked before... If the colony of the terraformed planet is destroyed and all its space ports orbital bases (including the terraforming unit) the planet will remain stuck at the current quality level and the current texture (Continental or Desert or Bareen)
And if the colony did not built a terraforming unit then the planet is a normal as it can... i mean unchanged...

And also About the resource exploitation thing... The gas giants can have a HUGE amount of gases and a pretty fast resource regeneration speed but if you exploit the gases of the gas giant the gas planet will slowly decrease in size and if you beat the regeneration in resources of the planet (if exploit faster than it can regenerate THEN it will start decreasing in size) it will turn into a bareen world (only if the planet reaches the 400 in size or lower) and for the frozen gas giant will turn into a ice world...
also the solid planets... eh... i mean...
--- k ---... uuuuhhhhh... ah yes! any planet or asteroid can be depleated of resources... i mean it should do that... if an asteroid is depleated of resources (if it has any) will be erased... it'll vanish... boom... aaaahhh... well it'll desapear and a solid planet will remain with no resources unless its regeneration ability restores em...

And don't forget to make possible the adding of custom stars and planets by modding

< Message edited by Univeraakh HG7 -- 2/12/2012 9:15:48 AM >

(in reply to Shuul)
Post #: 1426
RE: Master Wishlist Thread - 2/12/2012 9:58:10 AM   
Univeraakh HG7

 

Posts: 15
Joined: 10/26/2011
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I forgot to add that about the planetary shield facility thing... BORING!
men i mean these shields are totally indestructible...
i think you should make em destructible...
i mean if the player or AI bombards the planet long enaugh that facility will get overloaded and will blow up exposing the planet to the bombardment!
Also the planetary shield facility must be built as many times as the player desires... i mean to eliminate the limit from the shield and to make possible to build even 1000 planetary shield facilities if we want... and to make a shields bar like at the space ships... as the meridian shields and other shield components do to space ships when added into ship designing, only that this is not a ship component is a building that is added to the planet... it'll increase the shield ammount of the planet and it's regeneration speed by adding more shield facilities...
(Must make the shield destructible as the ship's shield)
I ask you to do this because at some point in the game evry last single colony of the enemy, and i mean two thirds of the map, has that shield and it forces me to use the world destroyer if i want to win faster!!

< Message edited by Univeraakh HG7 -- 2/12/2012 10:04:43 AM >


_____________________________

I explore, colonize, exploit, defend and...
CREATE
(our universe-> Univeraakh-HG7)

(in reply to Univeraakh HG7)
Post #: 1427
RE: Master Wishlist Thread - 2/13/2012 6:26:11 PM   
Kamonrius

 

Posts: 69
Joined: 3/31/2010
Status: offline
"loot drops" from destroyed ships, so that punting frieghters yield some reward, and "true Possession" so that when I set my Empire to automate I can have true absolute control over Stations and ships of my choosing if anything an Alternate mode during the main game thats toggable so you can get missions issued to you depending on your archtype, Merchant? Pirate? Commander?.

that from the "loot drops" pirates can actively harvest those resources, take them back to base and build more ships, they do that already but its pretty abstract I believe.

so how to roll this all into one?

I have a successful empire, I take control of a few ships and designate a home base, or even build one. I then watch trade routes of other empires and catch them in traps popping their freighters and taking the cargo. I then take that back to my station as money (alternate mode money) and resources to build more ships and upgrade my station. another empire may then contact me (the pirate) for missions against other forces or I can force them to "donate" some funds to me :)





and since this says Distant world series, I hope DW2 has Gratuitous space battles Combat....that....that with DW would be just purely awesome, targeting engines, turrets, collecting escape pods for slavery. pure epic.

(in reply to Univeraakh HG7)
Post #: 1428
RE: Master Wishlist Thread - 2/13/2012 7:45:54 PM   
geosch

 

Posts: 66
Joined: 10/20/2011
Status: offline
1. Area Weapon Fleet formation: Ships in a fleet would be spaced no closer than the range of the fleet's area weapons. This is a natural/logical option that would allow the area weapons to be effectively utilized.

2. Colony Screen Upgrade: To include details of the colonies' assets. and allow you to build them directly from this screen (also to allow direct retrofit/upgrade of starbases). With alarge empire it is VERY tedious going from colony to colony to see how many defensive platforms there are, to retrofit a starbase, etc.

4. Full Manual mode: A ship/fleet does NOTHING unless ordered to manually.

5. Easy re-ordering of research in manual mode

6. Exploration: When set to automatic, the exploration ships spread out and explore different sectors. Now they seem to congregate in the same sector, or even system.


(in reply to Kamonrius)
Post #: 1429
RE: Master Wishlist Thread - 2/18/2012 10:44:25 PM   
Univeraakh HG7

 

Posts: 15
Joined: 10/26/2011
Status: offline
When i happen to trade high tech with alien races and i sell like the whole list that i have, it values somwhere around 100 million credits... now the big problem is that they have that many credits but if i want to take that money i have to clik a BILLION times on the 100000 credits button cause there is no bigger!!
So if you could add two more buttons one with 1000000 credits and one with 10 million credits...
thanks
oh and also...
Please do NOT forget to make possible the adding of custom stars and planets by moddingPLSSSSSSSSSSSSSSS i am getting crazy of waiting to add the now 4 planet types and the 4 new stars i made....

< Message edited by Univeraakh HG7 -- 2/18/2012 10:47:21 PM >


_____________________________

I explore, colonize, exploit, defend and...
CREATE
(our universe-> Univeraakh-HG7)

(in reply to geosch)
Post #: 1430
RE: Master Wishlist Thread - 2/20/2012 2:45:12 PM   
Morelyn

 

Posts: 55
Joined: 1/29/2012
Status: offline
very small request:

When I click on a message in the message list, I would like an option -- actually, I'd like it to be the default -- to select the ship or base or whatever without zooming in close, just staying at the zoom level I'm at.

_____________________________

Build a man a fire and he's warm for the rest of the night.
Set a man on fire and he's warm for the rest of his life.

(in reply to Univeraakh HG7)
Post #: 1431
RE: Master Wishlist Thread - 2/26/2012 6:26:38 PM   
ParachuteProne

 

Posts: 57
Joined: 8/2/2004
Status: offline
I would like to be able to play in our Galaxy (or at least as close as you can get placing a 3d world into a 2d map).

Our solar system could be accurate. Planets in other solar systems would be randomized but I would like the star locations represented as closely as possible.
Alot of work though.

(in reply to Morelyn)
Post #: 1432
RE: Master Wishlist Thread - 2/27/2012 11:33:57 PM   
martok


Posts: 797
Joined: 8/30/2004
Status: offline

quote:

ORIGINAL: ParachuteProne

I would like to be able to play in our Galaxy (or at least as close as you can get placing a 3d world into a 2d map).

Our solar system could be accurate. Planets in other solar systems would be randomized but I would like the star locations represented as closely as possible.
Alot of work though.


The game already *does* take place in our galaxy. You can (and often do) run across the Sol system while playing.



_____________________________

"Evil is easy, and has infinite forms." -- Pascal


(in reply to ParachuteProne)
Post #: 1433
RE: Master Wishlist Thread - 2/28/2012 10:43:08 AM   
onomastikon

 

Posts: 182
Joined: 11/29/2011
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Does anyone at Matrix or does Erik actually read this thread? Wanted to ask before working on a long list of good stuff.

At least: Allow for a slider in Game Setup for occurance of resources, separate for Strategic and Luxury: Very Rare <----> Very Abundant -- this way, not EVERY nation will ALWAYS have access to 10 luxuries after early game, and there will be more reason to engage in conflict.

(in reply to martok)
Post #: 1434
RE: Master Wishlist Thread - 3/1/2012 1:25:43 AM   
ParachuteProne

 

Posts: 57
Joined: 8/2/2004
Status: offline

quote:

ORIGINAL: martok


quote:

ORIGINAL: ParachuteProne

I would like to be able to play in our Galaxy (or at least as close as you can get placing a 3d world into a 2d map).

Our solar system could be accurate. Planets in other solar systems would be randomized but I would like the star locations represented as closely as possible.
Alot of work though.


The game already *does* take place in our galaxy. You can (and often do) run across the Sol system while playing.





I have seen SOL. Correct me if I'm wrong, however I don't think its our SOL system.
I believe they just randomize the name in the list of systems. Sol can show up anywhere in the star map.
ie: No Alpha Centauri next door etc.
I was thinking more of a Non Randomized "This is our Galaxy" and the Human player starts at Sol, with Mars,Venus, Jupiter etc. in it.
They would have to kinda Sqaush things down to 2d so it could never be very accurate - There ya go, a Big new wish - how bout a 3d Galaxy ? :)

(in reply to martok)
Post #: 1435
RE: Master Wishlist Thread - 3/8/2012 10:15:00 AM   
Inquizitor

 

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Joined: 3/8/2012
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Would it be possible for our ships and ground troops to gain experience? It would be kinda cool if I could bring in a team of troops, veteran of several planetary wars, to fight a particularly hard battle. Or have certain ships gain some sort of legendary status inside my empire.

(in reply to ParachuteProne)
Post #: 1436
RE: Master Wishlist Thread - 3/8/2012 2:45:38 PM   
onomastikon

 

Posts: 182
Joined: 11/29/2011
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So no one at Matrix reads this, right?

(in reply to Inquizitor)
Post #: 1437
RE: Master Wishlist Thread - 3/9/2012 2:22:26 PM   
martok


Posts: 797
Joined: 8/30/2004
Status: offline

quote:

ORIGINAL: Inquizitor

Would it be possible for our ships and ground troops to gain experience? It would be kinda cool if I could bring in a team of troops, veteran of several planetary wars, to fight a particularly hard battle. Or have certain ships gain some sort of legendary status inside my empire.

I've long wanted to see this in the game as well.





quote:

ORIGINAL: onomastikon

So no one at Matrix reads this, right?

They most assuredly do. They just don't post in it.




_____________________________

"Evil is easy, and has infinite forms." -- Pascal


(in reply to onomastikon)
Post #: 1438
RE: Master Wishlist Thread - 3/9/2012 8:00:18 PM   
Shadow Tiger


Posts: 61
Joined: 2/18/2012
Status: offline
A few simple things, and one shooting for the moon.

1. The ability to customize agent, ship and design names based on race. If there is one of these files in Customization/<theme>/design/<racename> folder then use it, otherwise use the default. agentNames.txt would only contain one set of first and last names in this case.

2. More flags. Either uncap the limit of 42 flags in the game or raise the limit by a bit. Another 20 would be nice for customization while leaving the default flags alone.

3. Finer grained control over the ship designs which show. An option to limit the list to designs I can currently build would be nice.

4. The AI should at least check designs to make sure there is enough power for the hyperdrive to work at full speed. Default designs often start with one reactor, which slows starting races. This is fixable with custom designs now, but the AI will remove a reactor if it auto upgrades.


5. A way to define which order upgrades should be in. I'm thinking of something like the tech tree where you have ship designs instead of techs showing. This could allow different paths depending on techs a civilization has access to. It could also have designs rated by the area of focus, such as balanced; speed/agility; pure power.

(in reply to martok)
Post #: 1439
RE: Master Wishlist Thread - 3/10/2012 1:28:24 AM   
Tanaka


Posts: 2603
Joined: 4/8/2003
From: USA
Status: offline
Economic slider! More Money - Scarce Money

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(in reply to Shadow Tiger)
Post #: 1440
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