Feature Requests

The Galaxy Lives On! Distant Worlds, the critically acclaimed 4X space strategy game is back with a brand new 64-bit engine, 3D graphics and a polished interface to begin an epic new Distant Worlds series with Distant Worlds 2. Distant Worlds 2 is a vast, pausable real-time 4X space strategy game. Experience the full depth and detail of turn-based strategy, but with the simplicity and ease of real-time, and on the scale of a massively-multiplayer online game.

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brokennoze
Posts: 13
Joined: Thu Mar 10, 2022 6:00 pm

Feature Requests

Post by brokennoze »

1) would be great to have a bug report / feature request button in game.

2) a free text field against ship designs - so complex would be nice to add a little more detail about the ships purpose.

3) research item descriptions - stat sheet against each is fine, but i have no idea what and how each item is used. for instance "Basic Space Commerce" - Im assuming this is a spaceport module, but no idea whether its also fitable to a ship. a few lines of text would go a long way in understanding what and why I would research it as a new player. resources for instance explain exactly this.
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BTAxis
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Joined: Tue Jun 04, 2013 5:04 pm

Re: Feature Requests

Post by BTAxis »

Keep in mind that there is an explanation of the various ship components in the galactopedia. You have to manually look them up though, which is less than ideal.
brokennoze
Posts: 13
Joined: Thu Mar 10, 2022 6:00 pm

Re: Feature Requests

Post by brokennoze »

thanks. having found that, maybe:

* Add a "find in Galactopedia" button which opens said page
* A search text field in the galactopedia.


* Planetary Facilities don't have the description as per components. would be nice to see same descriptions there
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kilerkg
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Re: Feature Requests

Post by kilerkg »

Achievements would be nice, with universe having them previously (Not sure if this has been confirmed or not)
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ASHBERY76
Posts: 2080
Joined: Wed Oct 10, 2001 8:00 am
Location: England

Re: Feature Requests

Post by ASHBERY76 »

More options for tech trading as I find the generic setting to easy to game.

1.Tech brokering option.
2.Tech trading only allowed when allied or very friendly.
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Ranbir
Posts: 157
Joined: Sun Mar 28, 2010 1:26 pm

Re: Feature Requests

Post by Ranbir »

I would like the resource panel where it shows production shortage to maybe factor in the mining rate of ships.

I saw them extracting steel, for example, but the panel considered I had 0.00/sec input from mining. I guess it only takes in to consideration mining bases since they are doing a steady stream of it. I think it's worth considering since mining ships actually are doing a lot of heavy lifting for the resource economy early on and it would help new players not panic at seeing huge shortages.
"The imaginary number is a fine and wonderful resource of the human spirit, almost an amphibian between being and not being." - Gottfried Leibniz
makotech222
Posts: 13
Joined: Sun Jan 01, 2012 4:17 pm

Re: Feature Requests

Post by makotech222 »

Some thoughts from playing today:

The UI is a little janky in a few areas:
1. The incoming messages are too numerous and unnecessary. Allow us to ignore certain message types, i.e. "Unknown items detected at x"

2. Right click to clear message doesn't always work. Seems to be an issue around mousing over a message and clicking while the expanding animation is still running. Seems to cause some kind of deadlock.

3. The topleft menus sometimes doesn't close when double clicked on. Not sure why

Issue with AI:
1. Had an enemy fleet attack a far away mining base of mine. A defensive fleet (automated) was set to fly there. The enemy fleet destroyed the mining base, and the defensive fleet decided to cancel the move order and go back home. The fleet should still pursue the enemy!


Will write up more as i find em. So far really enjoying the game though!
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BTAxis
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Re: Feature Requests

Post by BTAxis »

makotech222 wrote: Thu Mar 10, 2022 9:29 pm 1. The incoming messages are too numerous and unnecessary. Allow us to ignore certain message types, i.e. "Unknown items detected at x"
This is possible. If you click on the message log button (envelope icon), then select the filter pop-out at the top, you can filter certain messages. This applies to both the message log and new messages.
2. Right click to clear message doesn't always work. Seems to be an issue around mousing over a message and clicking while the expanding animation is still running. Seems to cause some kind of deadlock.
The problem here is that if you click too rapidly, the game will register your input as a double-click, which doesn't remove a message. You'll have to click a little more slowly. Though, I find it easier to just let them time out.
3. The topleft menus sometimes doesn't close when double clicked on. Not sure why
You mean the command center? It's not really supposed to close on a double click, I think. I could be misunderstanding this. I usually close stuff with ESC anyway.
brokennoze
Posts: 13
Joined: Thu Mar 10, 2022 6:00 pm

Re: Feature Requests

Post by brokennoze »

* detailed "bonus income" breakdown

I've been watching my money go up and up as while my cashflow is in the red. Until i found this i thought i had a game breaking bug and was receiving free money!

However nowhere can i see why i have received 16k "Bonus Income" this year, I have a limited trade treaty, but nowhere does it seem to tell me what this is worth. if trade agreements generate income would be useful to see this and a breakdown of which trade treaty is paying what ( don't want to cancel the treaty with the wrong empire )
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BTAxis
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Re: Feature Requests

Post by BTAxis »

You can tell what each treaty is earning you in the diplomacy screen. Not in any of the financial reports though.
makotech222
Posts: 13
Joined: Sun Jan 01, 2012 4:17 pm

Re: Feature Requests

Post by makotech222 »

BTAxis wrote: Thu Mar 10, 2022 9:43 pm
makotech222 wrote: Thu Mar 10, 2022 9:29 pm 1. The incoming messages are too numerous and unnecessary. Allow us to ignore certain message types, i.e. "Unknown items detected at x"
This is possible. If you click on the message log button (envelope icon), then select the filter pop-out at the top, you can filter certain messages. This applies to both the message log and new messages.
2. Right click to clear message doesn't always work. Seems to be an issue around mousing over a message and clicking while the expanding animation is still running. Seems to cause some kind of deadlock.
The problem here is that if you click too rapidly, the game will register your input as a double-click, which doesn't remove a message. You'll have to click a little more slowly. Though, I find it easier to just let them time out.
3. The topleft menus sometimes doesn't close when double clicked on. Not sure why
You mean the command center? It's not really supposed to close on a double click, I think. I could be misunderstanding this. I usually close stuff with ESC anyway.
Ah thanks for #1, that works great

On #2, sometimes the message clears but the mouseover popup remains, requiring a click on the 'x' icon. Also, I definitely try clicking slow but it gets locked up.

On #3, I was misunderstanding how it works: clicking on an icon in top right will lock the window open. If you click again, it unlocks it, but you need to mouse out for it to close entirely.
Atrahasis
Posts: 3
Joined: Tue Jan 11, 2022 3:24 pm

Re: Feature Requests

Post by Atrahasis »

My own suggestion is not as much a feature as an engine suggestion:

- If possible have zooming in on a planet not allow one's camera to go through the planet object.
In my personal case, I enjoy zomming in and lookign at the details of planetary objects and for planets it is unfortunate the camera clips through. It is a bit immersion breaking.

(Besides that, just want to say, I *really* like a lot of the quality of life features.)
Last edited by Atrahasis on Thu Mar 10, 2022 10:14 pm, edited 1 time in total.
zgrssd
Posts: 5101
Joined: Tue Jun 09, 2020 1:02 pm

Re: Feature Requests

Post by zgrssd »

1. We need something between "Auto Design" and "Manual".
Something that will still upgrade components. Maybe even remove superflous ones (only need 1 reactor or crew component now). But not do a whole redesign pass.

2. For the Independant Colonies, a "Integration Agreement" or message to re-bribe
I often hit 100% colony success chance with a Bribe. But by the time the colonyship reachens the planet, the chance has dropped to 20% or so.
A "Integration Agreement" that locks Success chance at 100% would work nicely.
Alterantively, have the game ask if I want to (re)bribe them just before the colonyship tries to land.
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BTAxis
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Re: Feature Requests

Post by BTAxis »

zgrssd wrote: Thu Mar 10, 2022 10:14 pm 1. We need something between "Auto Design" and "Manual".
Something that will still upgrade components. Maybe even remove superflous ones (only need 1 reactor or crew component now). But not do a whole redesign pass.
This is almost what the "upgrade" button does though. It replaces all outdated components with up-to-date ones, but it doesn't remove redundant stuff.
2. For the Independant Colonies, a "Integration Agreement" or message to re-bribe
I often hit 100% colony success chance with a Bribe. But by the time the colonyship reachens the planet, the chance has dropped to 20% or so.
A "Integration Agreement" that locks Success chance at 100% would work nicely.
Alterantively, have the game ask if I want to (re)bribe them just before the colonyship tries to land.
Mmmh, I don't really feel this is needed. The trick to colonizing indies is to have the free trade agreement with them, and wait until the attitude bonus for that reaches +20. The colonization chance should be pretty high at that point, especially if you have some diplo tech for their race. I don't need to tactically bribe all that often.
zgrssd
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Joined: Tue Jun 09, 2020 1:02 pm

Re: Feature Requests

Post by zgrssd »

Planet/Spaceport Load balancing

I had a issue where the spaceport was idle, but the Planet had at least 20 Ships in the queue. The planet yard rarely got anywhere, as I keep retiring Ships and for some reason they went to the planet.

Population Based Construction Slots
It would be nice if a high population planet could work as multiple Shipyards.
Something like +1 per 1 Billion.
So a planet of 5 Billion should be have the ability to build 6 ships at the same time, I think.
PlacidDragon
Posts: 118
Joined: Tue Jun 15, 2004 6:06 pm
Location: Norway

Re: Feature Requests

Post by PlacidDragon »

Additional sound options.

I have a system relatively close to my starting point that is covered with lightning and thunder.. and that thunder makes me want to tear my hair out, because its making a heck of a lot of noise unless i zoom ALL the way out. Only solution for me was to disable sound.
zgrssd
Posts: 5101
Joined: Tue Jun 09, 2020 1:02 pm

Re: Feature Requests

Post by zgrssd »

Additional filters:

New Mining Locations - Production Shortage
This filter would show any Mining Spot with a Resoruce in "Production Shortage".

Military Ships - Higher Tech
A filter that selects any ship whose retiring would yield research Progress

Enlist Settings - if not higher tech, unless also larger then can build
For me it makes sense to recycle any ship with tech bonus, unless it is a size bigger then I can build.
If it is bigger then I can build, then I want to keep it - even if otherwise it would grant me technology progress.
jRides
Posts: 5
Joined: Tue Jun 10, 2014 11:32 am

Re: Feature Requests

Post by jRides »

The Ability to rename a system, not just its star and all the planets etc.
On the renaming thing: Ctrl-C and Ctrl-V as well as selection of words/part words etc that can then be deleted/overwrote etc in the editor text boxes. (Renaming a system is a chore).

The Ability to queue up orders.

Some sort of setting to allow scouts to ignore asteroids. Although maybe if we could queue orders, we could just manually send them to each planet and automate later to fill in the asteroid blanks.

Is there some reason why I can't have less than 1000 stars on a 10x10 sector map? I'm thinking the AI might not handle greater distances between systems well but I like the idea of the stars being a bit more spread out. ATM if I have a low amount of stars, I have to have a teeny map.
TorenAltair
Posts: 9
Joined: Thu Jan 28, 2021 10:38 am

Re: Feature Requests

Post by TorenAltair »

TLDR; Missing order queues

The missing order queue basically shocked me. It's hard for me to imagine if you don't want to set everything on automated how to effectively handle large empires if you want to play it yourself instead of letting the computer play it for you on automated.

The second thing I was a little bit disappointed about is the maximum number of stars of 2000. I had hoped for larger galaxies.

And the third, really miniscule, issue I have is the background is too full of lightning points=distant stars, so small shuttlecraft mess the thing, at least for my eyes, up.

Edit: small typo
Last edited by TorenAltair on Fri Mar 11, 2022 6:45 pm, edited 1 time in total.
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apd1004
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Re: Feature Requests

Post by apd1004 »

TorenAltair wrote: Fri Mar 11, 2022 11:37 am TLDR; Missing order queues

...

And the third, really miniscule, issue I have is the background is too full if lightning points=distant stars, so small shuttlecraft mess the thing, at least for my eyes, up.
+1 on this and not miniscule imho, it was one of the first things I noticed that I would like the ability to change. In fact, I'd like the option to completely remove every star pixel from the background.
apd1004
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