Master Wishlist Thread

Distant Worlds is a vast, pausable real-time, 4X space strategy game which models a "living galaxy" with incredible options for replayability and customizability. Experience the full depth and detail of large turn-based strategy games, but with the simplicity and ease of real-time, and on the scale of a massively-multiplayer online game. Now greatly enhanced with the new Universe release, which includes all four previous releases as well as the new Universe expansion!

Moderators: elliotg, Icemania

janamdo
Posts: 96
Joined: Thu Jun 19, 2014 7:23 am
Location: Netherlands

RE: Master Wishlist Thread

Post by janamdo »

Research stations build as other starbase stations are not recognised by other empires ??
This is not realistic in this game .. a free safe unseen place (station) for sheltering research labs
Can this be chanced ? [:)]
fierceking
Posts: 236
Joined: Fri Jul 23, 2010 9:54 pm

RE: Master Wishlist Thread

Post by fierceking »

My wishlist

- increase the cap on components
- increase the cap on resources
- allow for more than 5 resources for the manufacture of a component
- allow planets to produce more than 6 resources (cap is at 6)
- add a 4th designation of (Parts or Tech parts)
- Type of Resource: 0=Mineral, 1=Gas, 2=Luxury, 3=Parts
(This way I can make planets produce items that can be used to make components)
ColonyManufacturingLevel = population in billions * development level <-- this does not work

- or maybe allow spaceports to generate resources, this way pirates aren't at a disadvantage since they don't have planets.

- DisAllowTech to complement

WeaponsResearchProjectOrder
EnergyResearchProjectOrder
HighTechResearchProjectOrder

- where you designate a tech # that is first on the tech branch so that the whole branch can be ingored by the AI
so instead of listing every single one of the tech #, you just list the first one and the rest of the branch is ignored
* if I make a mod with many branches to the weapon tree, I don't want the AI to research every single one. Just the ones it will need. Right now the only way to get around this is making all the branches converge at the end so that even the player has to research the whole tech tree.


- allow modders to specify when the AI should start building defensive bases on planets via planet population or development level
- allow modders to assign how many % of fleets or # of fleets that should be on attack mode and defense mode

Mortimer14
Posts: 34
Joined: Thu Jul 24, 2014 3:43 pm

RE: Master Wishlist Thread

Post by Mortimer14 »

ORIGINAL: Efaferal

Ship Design Template modification.

I would like to be able to have multiple builds for the same class. Perhaps delineated by name.

i.e.
file cruiser.txt would have

shipClass; Constitution
--- build info below ---

shipClass; Independence
--- build info below ---

in the build box the cruiser drop down would now contain
Constitution mk I
Independence mk I

This will allow for specialized builds within the ship class so one could design a missile cruiser and a command cruiser and when it is time to upgrade wont have to worry that the command cruisers will be 'upgraded' to the missile cruiser build.


thanks in advance.
-E

You can already do this without modifying any txt files. In ship design, select your ship class, press "copy as new", change the name as you suggest above and save the design. You now have two designs for the same ship.
Mortimer14
Posts: 34
Joined: Thu Jul 24, 2014 3:43 pm

RE: Master Wishlist Thread

Post by Mortimer14 »

In the lower left of the screen when viewing colony information, you have an option to pay for smuggling one or many resources to that colony. You can also, if you have the option to "suggest contracts" in setup, wait for your advisors to suggest that you offer a smuggling contract.

If you build 3 (or 4 depending on race) types of recruiting facilities, this option is covered up by the types of troops that you can recruit.

The result is that you now have to wait for your advisors to ask you to offer a smuggling contract (this won't happen if you set it to fully manual).

I would like to see either: 1) more options along the bottom of this screen so that the smuggling and mercenary defense are not covered up; or 2) move the smuggling button to the right and cover up wonders or facilities instead .. both of these are available in the colony information screen anyway;

alternatively; 3) add an option in the colony information screen where you can offer such a contract.
fruitgnome
Posts: 597
Joined: Wed Jun 04, 2014 11:49 am

RE: Master Wishlist Thread

Post by fruitgnome »

Please raise the cap of 50 races or at least the cap of 50 used shipImages/familiyXX so that I can use for my race ingame as many ship images as possible. There are so many great modded pictures!
Efaferal
Posts: 47
Joined: Wed Jun 04, 2014 10:36 am

RE: Master Wishlist Thread

Post by Efaferal »

ORIGINAL: Mortimer14

ORIGINAL: Efaferal

Ship Design Template modification.

I would like to be able to have multiple builds for the same class. Perhaps delineated by name.

i.e.
file cruiser.txt would have

shipClass; Constitution
--- build info below ---

shipClass; Independence
--- build info below ---

in the build box the cruiser drop down would now contain
Constitution mk I
Independence mk I

This will allow for specialized builds within the ship class so one could design a missile cruiser and a command cruiser and when it is time to upgrade wont have to worry that the command cruisers will be 'upgraded' to the missile cruiser build.


thanks in advance.
-E

You can already do this without modifying any txt files. In ship design, select your ship class, press "copy as new", change the name as you suggest above and save the design. You now have two designs for the same ship.


@Mortimer

My wish item is not to support the player. Rather, it is to support the AI by giving a means to create specialized ships within a given class. As far as I am aware the AI only builds ships from the template text files. ( please advise me if I am wrong on this. )

Thanks,
-E
User avatar
Blackstork
Posts: 802
Joined: Mon Jul 07, 2014 3:45 am

RE: Master Wishlist Thread

Post by Blackstork »

Please please allow assign race-specific playlists for music... music is so powerful tool to express race mood/nature/immersion.... together with ui change you already implemented this will be great gain for game immersion/customisation/diversity.
Alien Immersion (WIP) : tm.asp?m=3651979
Beyond Extended Universe (WIP): tm.asp?m=3657646
User avatar
Blackstork
Posts: 802
Joined: Mon Jul 07, 2014 3:45 am

RE: Master Wishlist Thread

Post by Blackstork »

Ah , another thing, please add some modding to buildings, the tools related to buildings are very limited.
ORIGINAL: lurchi

Facility modding is very restricted. Upgrading facilities in game is not possible as of now. New academies are not possible at all. New facilities are not possible in general, I can only modify the existing types.
Alien Immersion (WIP) : tm.asp?m=3651979
Beyond Extended Universe (WIP): tm.asp?m=3657646
Ikke
Posts: 13
Joined: Tue Aug 05, 2014 2:01 pm

RE: Master Wishlist Thread

Post by Ikke »

Simple, but maybe hard request:

The ability to write in modifiers to component stats.

Basically, I'd like the ability to make components interdependent on one another or present circumstances. Basically, the ability to write simple maths in the component effects.

Being able to write in fixed values gives a lot of options already:
Command module maintenance savings = X% / [Ship size] - Making big ships more expensive to maintain
Weapon damage = (x * 10) / [number of the same weapon] - Giving diminishing returns on having more of the same weapon on a ship

If it could be extended to take present circumstances in account, more interesting things could be done:
Shield recharge = X * [max shields] / [current shields] - Making shield recharge faster when they are low, and slower when they are fuller.
Hyperdrive initiation time = X * [max energy storage] / [current energy level] - Making it harder to jump out of a battle which drained the energy banks

This would allow a lot of flexibility to modding if it could be done.
Vardis
Posts: 77
Joined: Fri Jun 20, 2014 12:46 am

RE: Master Wishlist Thread

Post by Vardis »

The main thing that I'd like to see at this point is for the diplomacy to be cleaned up a bit. Most everything seems way too overvalued when compared to cashflow and the number of credits a race will have. They shouldn't be willing to give away all their income for a decade or more so I'll trade embargo someone I wasn't trading with to begin with. Or for a disputed mining station. Especially if they don't like me and could pay pirates 1/1000th of that value to attack it. That sort of thing.
User avatar
Blackstork
Posts: 802
Joined: Mon Jul 07, 2014 3:45 am

RE: Master Wishlist Thread

Post by Blackstork »

Please exxpand hard limit of 50 shipsets , and at least, add the notification about that it exist to modding guide documentation.
Alien Immersion (WIP) : tm.asp?m=3651979
Beyond Extended Universe (WIP): tm.asp?m=3657646
CaptainBipto1
Posts: 28
Joined: Sat Aug 09, 2014 9:17 pm

RE: Master Wishlist Thread

Post by CaptainBipto1 »

A way for pirates to transition in and out of pirate playstyle.
User avatar
Solarius Scorch
Posts: 180
Joined: Sat May 25, 2013 6:55 pm
Location: Cracow, Poland
Contact:

RE: Master Wishlist Thread

Post by Solarius Scorch »

Please increase the number of landscape images.

Right now, the engine only allows 4 images per planet type. Considering there are millions of potential landscape pictures around the Internet, and the number of worlds in any given DW galaxy, why not allow any number of planet pics? I'd like to be able to just dump them in respective folders (barren, continental, etc.) for the game to use.
Forever Future 1.7 for Call to Power - the biggest mod for the best Civilization-like game ever!
webgame0003
Posts: 11
Joined: Tue Jul 29, 2014 11:31 pm

RE: Master Wishlist Thread

Post by webgame0003 »

Tweaks on racial policy:
Maybe add some native race to planets newly joining to the empire.
Assimilate certain race rather then all the alien races.
Can research race special tech if certain race made up some percentage of empire population.

UI tweak:
Navigate to planet by Unique Wonder if explored.
fruitgnome
Posts: 597
Joined: Wed Jun 04, 2014 11:49 am

RE: Master Wishlist Thread

Post by fruitgnome »

Please Image

- make it possible to talk with other empires over their goovernment with difficult options to change the government
- make it possible to trade with colonies, I mean it was in one update possible ("disputed colony")
- an option to turn off the notification for cancel a treaty by 1 and 4 years and ever
- an option to change the willingness to cancel treaties to 0
- more than 50 shipsets
- the possibility to give other presents than money
- a notification if a empire is near to be defeated (genocide) if three colonies are left, the empires should ask for help
- real trade stations, the stations are only to shorten the way to other empires
- an option to set a min cargo of the different fuels at the starbases
- an option to set that only robots should be build on colony (no recruits)
- a computer ship control system so that life support and hab modules are needless
- a lot of more spies and an option to return if the job is done it is annoying to send a spy several times to steal one tech
- an option to say the ai at with risk it should send a spy on mission
- the ai should only ask to attack with automized fleets and not if they are refuiling or attacking
- all new build ships can be automized but colony ships should not, to escort them by military ships
- alot of more events
- a more complicate cummunication with empires, like at first you only understand /()§&%("= and later "Welcome" or "We will kill you!"
- super evil race maybe robots, that are not feeling and cannot communiate only created by race from another far away galaxy to kill others
- the possibility to explore another galaxies a realy open world game
- all feeling good races should care for life, they should attack military things not passenger ships etc.; I recognized that they are not attacking research stations and resort bases; but research stations are normal to attack in war
- the things that the empire do should be notificated and avenge by other empires
- the ai should check who began the war and so if you only help the attacked empire the other good empires should not declare war at you if you have a good reputation to this empire
- race specific wonders
- automized fleets should try to capture bases if pod strength is higer than defence
- high res images
- changeable hotkeys
for the following one only a setable hotkey is enough:
- to select between the resort bases
- to select between the research bases
- to select between the star bases

This is only my dream list, it would be nearly perfect...
User avatar
Tyrador
Posts: 170
Joined: Sun Jan 29, 2012 5:37 pm

RE: Master Wishlist Thread

Post by Tyrador »

Is it possible to implement component manufacturing (AKA Better Economy), so that having manufacturing plant would allow me to select specific component to be built? This would be very useful especially for pirate factions, since on the one hand it reduces the need of having mining network for mercenaries, but on the other hand greatly enhances the smuggler gameplay, because it might be quite interesting to build manufacturing oriented pirate faction/corporation.

Also more importantly it will justify the option of canceling tech trading, since there might be no need for an empire to have technology to built a ship/station at a cost of paying extra to buy components from other empires/pirates that manufacture them.

Maybe private factories would be better, to reduce micromanagement?

Logical consequence for this would be implementation of component screen with supply and demand statistics:

Image

I hope it wouldn't be hard to implement this feature. Thanks.
Attachments
41B0D99E8B..18207023.jpg
41B0D99E8B..18207023.jpg (332.45 KiB) Viewed 420 times
User avatar
Blackstork
Posts: 802
Joined: Mon Jul 07, 2014 3:45 am

RE: Master Wishlist Thread

Post by Blackstork »

Greetings again!
Please add custom soundtrack system, now I reworked my proposition for solution – its very easy.

Theme/Sounds/Music folder could contain folders List01, List02, List03 etc…
Then in racial file there could be parameter
customSoundtrackFolders; 1,3

Then for this race music will be played from folders 1 and 3 only
Thanks
Alien Immersion (WIP) : tm.asp?m=3651979
Beyond Extended Universe (WIP): tm.asp?m=3657646
User avatar
Wanabe
Posts: 30
Joined: Sun Jun 01, 2014 3:33 am
Location: New Zealand

RE: Master Wishlist Thread

Post by Wanabe »

I'd like to point out an old thread of suggestions I made on steam here (some of which are redundant now):
http://steamcommunity.com/app/261470/di ... 915727053/

I'd also like a new option for the "Other Empires" screen when starting a new game. For the "auto-generate starting empires" option an extra toggle option/tickbox for telling the game it should try to make it so there's only 1 of each race. IE instead of potentially randomly choosing human races 3 times the game chooses the Human race the first time and then from there is no longer allowed to pick the Human race. If all the available races get picked then it starts the process again, picking one race once for each cycle (IE it picks a race, removes it from the valid random race list, once the available race list reaches zero it resets back to default to repeat). Perhaps home system could be another option to add to the auto-generate starting empires area.

Tax policy options could perhaps target desired amount of happiness at each tax level. Also more tax policy options would be excellent.

[edit]
Perhaps a ship design or policy options to allow empires to build a Star Base with entertainment/medical on planets that don't have space stations. I like to build these in my own games to boost happyness all throughout my main empires, would be cool to see the AI do this in their secure locations as it should allow for higher taxes aswell.
[/edit]
fruitgnome
Posts: 597
Joined: Wed Jun 04, 2014 11:49 am

RE: Master Wishlist Thread

Post by fruitgnome »

You should be informed by a pause screen, if a planet destroyer is detected to fly to attack something, like it is at plagues. I mean a pop-up screen.

Without a pop-up it is sensless to play against shakturi, you will be informed about a plenet destroyer but if you not recognize your planet is destroyed.
TeurisKador
Posts: 9
Joined: Wed Aug 20, 2014 5:00 pm

RE: Master Wishlist Thread

Post by TeurisKador »

Could it please be added the option to change weapon's properties(to the 'Meanings of Value1-7 for component types:), for example I would like to mod beams to have 50% bypass rate or have beam graphics for point defense cannon.

Thank you very much for considering this addition.
Post Reply

Return to “Distant Worlds 1 Series”