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Feature Requests
Posted: Thu Mar 10, 2022 6:07 pm
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.
Re: Feature Requests
Posted: Thu Mar 10, 2022 6:16 pm
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.
Re: Feature Requests
Posted: Thu Mar 10, 2022 7:32 pm
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
Re: Feature Requests
Posted: Thu Mar 10, 2022 7:34 pm
by kilerkg
Achievements would be nice, with universe having them previously (Not sure if this has been confirmed or not)
Re: Feature Requests
Posted: Thu Mar 10, 2022 7:36 pm
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.
Re: Feature Requests
Posted: Thu Mar 10, 2022 8:27 pm
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.
Re: Feature Requests
Posted: Thu Mar 10, 2022 9:29 pm
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!
Re: Feature Requests
Posted: Thu Mar 10, 2022 9:43 pm
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.
Re: Feature Requests
Posted: Thu Mar 10, 2022 9:49 pm
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 )
Re: Feature Requests
Posted: Thu Mar 10, 2022 10:02 pm
by BTAxis
You can tell what each treaty is earning you in the diplomacy screen. Not in any of the financial reports though.
Re: Feature Requests
Posted: Thu Mar 10, 2022 10:06 pm
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.
Re: Feature Requests
Posted: Thu Mar 10, 2022 10:14 pm
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.)
Re: Feature Requests
Posted: Thu Mar 10, 2022 10:14 pm
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.
Re: Feature Requests
Posted: Thu Mar 10, 2022 10:22 pm
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.
Re: Feature Requests
Posted: Fri Mar 11, 2022 1:14 am
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.
Re: Feature Requests
Posted: Fri Mar 11, 2022 5:01 am
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.
Re: Feature Requests
Posted: Fri Mar 11, 2022 9:43 am
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.
Re: Feature Requests
Posted: Fri Mar 11, 2022 11:09 am
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.
Re: Feature Requests
Posted: Fri Mar 11, 2022 11:37 am
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
Re: Feature Requests
Posted: Fri Mar 11, 2022 12:45 pm
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.