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!

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deanco2
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RE: Master Wishlist Thread

Post by deanco2 »

These suggestions should be pretty far down on the list, but here goes:

1. Please consider changing the default 'alert' sound.  Incredibly annoying, goes on too long, way too loud.  Did I mention annoying?  A simple beep will do.

2. The game is missing death animations and sounds when a space monster dies.  As it is, the space monster just disappears.  Not very satisfying.  You could probably just make a general 'bloody splat' animation and a 'splat' sound, and assign it to every monster.

3. Is it possible to skin the Windows-style popups?  Make them look more like part of the game?  I must admit, it's jarring, and reduces the immersion, to see a message in the game that looks just like I'm emptying the Recycle Bin.
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Shark7
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RE: Master Wishlist Thread

Post by Shark7 »

Ship Design Proposal for AI Use...Player Defined Design Templates.

The Concept:

The idea is to make an easy to use, out of game editor that allows a player to define ship designs at each size and role level for each species. This allows for 2 things, Modders and Players can ensure that AI ship designs are competative with their own designs, thus making the game more challenging and it allows players to better define the differences between species and design philisophy by allowing them to define in detail how each automatic ship design should look for a species.

The Execution:

This would require the use of a standalone editor that has access to the games database and allows the player to design similar to what is seen with the in game ship designer. The difference here is that one the design is saved, it is sent out as a simple template which the game accesses through the Customization folder. Each Race in game would have it's own folder with every design template the player/modder creates.

Key to this is allowing the player access to the componants, so they can be sure that the design template is buildable at the appropriate build level. While the output itself would be in a simpler form that simply tells the AI to build a ship with X number of Y componant, etc. (I will give an example further down).

There are two ways to output the designs. One as a template, the other as a defined ship design where the player's componant choices are exactly the way the AI will build it.

The Templates:

Example 1: Simple Guide Template

I'm going from memory here, so I might miss some things.

-Design Name: Example 1
-Design Role: Escort
-Maximum Size: 200
-Against More Powerful: Standoff
-Against Weaker Opponent: Standoff
-Invade: Never
-Retreat When: Shields at 20%
Components: (this is the actual number the AI will use when designing)
-Beam Weapons: 6
-Torpedo Weapons: 1
-Shields: 2
-Armor: 4
-ECM: 1
-***Continue with Each component used***

The AI would necessarily need to be smart enough to adjust the designs to fit within the Maximum Size allowed. Consider the component numbers listed here as the Maximum allowed, with the AI making the changes needed to keep the design under the 200 Size limit.

Another possibility with the template system is that you could define that Example 1 must reach a non-hyperspace speed of 40, and a minimum hyperspace speed of 20000. Or going even farther, that Firepower must be >60 and shields >200 rather than specifying a set number of each weapon/shield type.


Example 2: Player defined Design (non-Template)

This one is even simpler, but harder for the AI to implement. The player designs the ship the AI will use. The AI makes no modifications. This works great for the base designs, but not for late game designs. In this case, the AI will simply have to upgrade the defined base designs. That also means that the AI might not be able to build newer designs due to size restrictions. In this case, the AI must be able to recognize the inability to build the upgraded design, and elect to continue building the older, smaller design.

*********************

These are just a couple of ideas that allow players and modders more control over how the AI builds its ships and gives us a chance to make sure that AI designs are competative against player defined designs.
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Bartje
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RE: Master Wishlist Thread

Post by Bartje »

Projectile Weapons & Energy Weapons

Reference Topic: http://www.matrixgames.com/forums/tm.asp?m=2457473&mpage=6&key=

An ammunition Collier / supply ship is nothing more than a refeuling point essentially.

If the computer understands refueling it could easily be made to understand reloading. (with a higher safety margin probably)


Aurora is the only "game" / "VB-spreadsheet" that has this functionality as far as I know but it would be great to see in DW as well.


This could for example show the distinct difference between ammunition based and energy based weapons (if introduced)

-Ammunition based weaponry relies on supply delivery of ammo. (collier ships)

-Energy based weaponry rely on fuel / energy and thus delivery of fuel. (refueling / tanker ships)


It would add strategy as well as racial / tech path distinction to the Universe.

Do you focus on ammunition or energy based weaponry?




Distinctions could be:


[left]- - - - - - - - -Ammuntion - - - - - - - Energy[/left][left] [/left][left]Fire-Rate + (-) - (+) :Rate of Fire is usually an ammunition based advantage; some weapon forms differ. (pules, rail gun etc..)[/left][left] [/left][left]req-ammo + - :Ammo requirement to fight[/left][left] [/left][left]req-fuel - + :Energy / fuel requirement to fight[/left][left] [/left][left]Range - (+) + (-) :Range is usually an energy based advantage; though some weapons differ. (rail gun +, pulse laser (-))[/left][left] [/left][left]Speed - + :Projectile / Beam Speed is (? usually?) an Energy based advantage.[/left][left] [/left][left]Damage + (-) - (+) :Overal Damage per second is usually a projectile based advantage. Some weapons differ. (rail gun +, pulse laser (-))[/left][left] [/left][left]Accuracy - (+) + (-) :Accuracy over vast distances is an Energy based advantage. Some weapons differ. (Missiles, guided ammunition +, pulse laser (-))[/left][left] [/left][left] [/left]
[left] [/left][left] [/left][left]How would the AI handle this?[/left][left] [/left][left]Well there would be several weapon types & strategies that the AI would have to incorporate in its ship design and strategic / tactical decisions.[/left][left] [/left][left]- An energy based combat vessel is by default (long) ranged and thus prefers to keep its distance.[/left][left] [/left][left]- A Projectile based combat vessel is by default medium ranged and prefers to close in because close distances vastly increase accuracy when using Projectile based weapons.[/left][left] [/left][left]- Guided Projectiles negate accuracy & range malus on guns.[/left][left] [/left][left]- Energy based warfare is fuel / power intensive. Fuel for maneuvering & fighting is limited. Refueling ships a nessesity. (tankers?)[/left][left] [/left][left]- Projectile based warfare is ammunition intensive. Ammunition must be supplied[/left][left] [/left][left]- Projectile storage is more efficient that fuel storage for weapons consumption.[/left][left] [/left][left] [/left][left]Thus this would allow us to conclude:[/left][left] [/left][left]Energy based weaponry is more Expensive but (usually) confers a range and accuracy advantage.[/left][left] [/left][left]Projectile based weaponry is cheap but (usually) confers a Rate of Fire and damage advantage.[/left][left] [/left][left] [/left][left]Which also implies that if Fighters are introduced:[/left][left] [/left][left]- Energy based bombers are very effective if they can keep range. [/left][left] [/left][left]- Projectile based fighters / interceptors are very effecive because they have RoF & damage. (need to get close though)[/left][left] [/left][left]- Energy based point defense is not as effective as projectile based point defense versus many fighters / swarms of missiles. (Rate of Fire & medium range VS slow, accurate & high range)[/left][left] [/left]
[left] [/left][left] [/left][left]I'd love to see the combat system deepened somehow.[/left][left] [/left][left]Just giving an idea![/left]
Canute0
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RE: Master Wishlist Thread

Post by Canute0 »

Inteligent UI Improvement:
- When you change the race, the other pulldown menu's reset, they need to stay at the one you select before.
- When you select a Mission, there should be a mission time selected automaticly, 1 year or 1 month.

- Counter inteligent need to give some expierience when they catch a spy.

- reassign the Agent to the last mission he did instead to do counter intel at default.

- Increase the difficult of Sabotage missions, lower the difficult of Territory/Galaxy Map a bit.

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Wenla
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RE: Master Wishlist Thread

Post by Wenla »

It would be nice if there would be 'a forced peace time' (half an year? An year?) after making peace with other empire. It's frustrating to get "War Circle" (= 1. Other Empire: "I hate you! DOW! 2. War 3. OE: "I'm hoping to make a peace" 4. I: "OK" 5. Both: Peace 6. One minute later: OE: "I hate you! DOW! etc etc).
Before you can define your strategy, you have to have a vision
Yarasala
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RE: Master Wishlist Thread

Post by Yarasala »

Hello everyone,

after playing a couple of days here are the things I would like to have in the game:

- right click on ship -> select "move to" -> show a list of all my colonies to select one as target

- derelict ships:
- - option to disable them or at least to limit their size (or both :))
- - make their tech level random (so you can also find ships of lower tech than you have)

- tech from retiring ships: the more advanced the tech of the ship the greater the chance to just get nothing out of it because our scientists simply lack the skill ...

- selection panel in the lower left:
- - display maximum troop capacity of ships
- - display armour value
- - display current location of object!! (system / planet rather than coordinates)

- Economy screen: show in detail how space port and resort base income is calculated (the single numbers that on top of that fluctuate a lot are no good for plannig anything)

- When trading or stealing maps show a list of all interesting places that are newly discovered thereby

- Show a message when ships and bases are destroyed!

- The ship list (F7) should remember the last filter selection (e. g. "military ships") and if possible even the last scoll position

More to come ... :)
taltamir
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RE: Master Wishlist Thread

Post by taltamir »

- right click on ship -> select "move to" -> show a list of all my colonies to select one as target
On a tiny galaxy (250 stars) I recently played there was a grand total of 734 colonizable planets. (which means, I ended the game owning 734 colonies)...
And thats on tiny... on larger galaxies you have much more... thousands of colonies is not unheard of.
Large lists are unbroseable able and cause the game to grind to a screeching halt whenever they are opened (lag). so this is a very very bad idea. It will make the game neigh unplayable.
- derelict ships:
- - option to disable them or at least to limit their size (or both :))
Agreed.
- - make their tech level random (so you can also find ships of lower tech than you have)
AFAIK this is already the case
- selection panel in the lower left:
- - display maximum troop capacity of ships
- - display armour value
- - display current location of object!! (system / planet rather than coordinates)

- Economy screen: show in detail how space port and resort base income is calculated (the single numbers that on top of that fluctuate a lot are no good for plannig anything)

- When trading or stealing maps show a list of all interesting places that are newly discovered thereby

- Show a message when ships and bases are destroyed!

- The ship list (F7) should remember the last filter selection (e. g. "military ships") and if possible even the last scoll position
Excellent ideas, I concur with all of them
I do not have a superman complex; for I am God, not Superman.
Fishman
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RE: Master Wishlist Thread

Post by Fishman »

ORIGINAL: taltamir

neat idea... I am making a Taltatorship... its like a dictatorship, only I am the supreme ruler and as such it gets a bunch of bonuses :)
I vote for a Chucktatorship: Rule by Chuck Norris. Cannot be overthrown, because, you know, Chuck Norris.
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Arnir
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RE: Master Wishlist Thread

Post by Arnir »

This has probably already been mentioned, but a mothball option would be nice.  Put your ships or stations into mothballs and then have greatly reduced maintenance costs.  Then a fee to bring them up to spec again.   I was thinking it would be especially nice to do this with research stations that I would like to have stop working due to budget issues.  I don't want to scrap them and rebuild them.
Yarasala
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RE: Master Wishlist Thread

Post by Yarasala »

ORIGINAL: taltamir
- right click on ship -> select "move to" -> show a list of all my colonies to select one as target
On a tiny galaxy (250 stars) I recently played there was a grand total of 734 colonizable planets. (which means, I ended the game owning 734 colonies)...
And thats on tiny... on larger galaxies you have much more... thousands of colonies is not unheard of.
Large lists are unbroseable able and cause the game to grind to a screeching halt whenever they are opened (lag). so this is a very very bad idea. It will make the game neigh unplayable.
[/quote]
Then make it an autocompleting combobox where you have to type at least two letters and the list generated will consist of all system names beginning with that letter.

The problem I face quite often: how can I send a couple of ships scattered throughout my empire to one common location (e. g. the colony next to the enemy I want to attack or the colony attacked by an enemy fleet) without having to find every ship, select it, look up the colony in the F5 map or main view, zoom in sufficiently to get the "move to planet" cursor and right click ...
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siRkid
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Assemble on Lead Ship

Post by siRkid »

I want to see an option "Assemble on Lead Ship" for ships in a fleet. Often I join a new ship to a fleet and it is nowhere near the fleet and I have to manually move it there. This order should only be completed and removed once the ship is in the same system as the lead ship. It should override all other fleet orders.
Former War in the Pacific Test Team Manager and Beta Tester for War in the East.

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shanicus
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RE: Assemble on Lead Ship

Post by shanicus »

Yeah, I second this idea!
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taltamir
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RE: Master Wishlist Thread

Post by taltamir »

ORIGINAL: Yarasala
ORIGINAL: taltamir
- right click on ship -> select "move to" -> show a list of all my colonies to select one as target
On a tiny galaxy (250 stars) I recently played there was a grand total of 734 colonizable planets. (which means, I ended the game owning 734 colonies)...
And thats on tiny... on larger galaxies you have much more... thousands of colonies is not unheard of.
Large lists are unbroseable able and cause the game to grind to a screeching halt whenever they are opened (lag). so this is a very very bad idea. It will make the game neigh unplayable.
Then make it an autocompleting combobox where you have to type at least two letters and the list generated will consist of all system names beginning with that letter.

The problem I face quite often: how can I send a couple of ships scattered throughout my empire to one common location (e. g. the colony next to the enemy I want to attack or the colony attacked by an enemy fleet) without having to find every ship, select it, look up the colony in the F5 map or main view, zoom in sufficiently to get the "move to planet" cursor and right click ...
[/quote]

Good idea about an auto-completing search function. I like it and it will certainly help...
If I am looking for a colony of my own, I open my colony list, sort by name, then scroll to the letter it starts with and searches for it. (this is too much work, search would be better)

If I am looking for a specific system or planet another empire owns I have found out no possible way to locate it.
I do not have a superman complex; for I am God, not Superman.
Deldk
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RE: Master Wishlist Thread

Post by Deldk »

My wishlist.

1. Ability to search for a system. This wish i had because in 1 of the galaxy stories a system was mentioned where a secret project was being built nearby. And trying to find that system, if it even existed in the game, which was 1400 system, would have been tiresome.

2. ability to set, remove notes. which combined with the message system, to look through the notes and quickly go there. ex. if you find an interesting planet, or a system has a space monster, and you dont have the ability to colonise or ships avalible to attack. This would make it easier to find, instead of scrooling through all the other messages.
This could f.ex. be added to right click where you would in addition to idle ships also get the notes option.

3. a guard ability. or named something else. A command to give to a ship so you can place it in deepspace and not have it listed as idle.

4 . Fleet Flight Formation. a setting in the fleet screen, 1 for each fleet. that forces the ships to fly in formation, so that fleets only warp out of systems when all ships are ready and assembled. f. ex. selected individually you could order the ship spread out across a sector, but when selecting the fleet and moving it. would force all ships to converge on the leader, before moving to the destination or doing the selected order.

some of them have probally already been suggested, but that is my wishlist.
hidden_asbestos
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RE: Master Wishlist Thread

Post by hidden_asbestos »

Hi, I have a small request. In the Ships window can you make the filter at the top stay on the last one you chose.  I tend to switch to filter by military ships, select one and do something outside of the window with it - and then bring the window up to operate on the next ship.  This adds an extra step to that workflow, so preserving the filter setting would be helpful.

Also, if you select multiple ships in that list it doesn't seem to work to select them in-game when you press the 'select ship' button -- I'd like it so all ships I had chosen from the list were selected by this action.
Astax
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RE: Master Wishlist Thread

Post by Astax »

Rightclicking on an info card should bring up same menu as right clicking on the object in game. It is far easier sometime to get a hold of something there. And having to follow it up with zooming to the object to issue orders and then zooming back to where ever you were is a pain.

Better designing AI would be good. If we can tell the designer to PRIORITIZE certain things: Like prioratize shields and long range weapons on Destroyer designs. Prioritize commerce on spaceports, omit research labs.  This would cut a lot of micro designing out.
CSSS
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RE: Master Wishlist Thread

Post by CSSS »

[TURN BASED option
taltamir
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RE: Master Wishlist Thread

Post by taltamir »

ORIGINAL: CSS

[TURN BASED option

how would you go about making an RTS into a TBS? I mean, I have no idea how one would even begin converting distant worlds into a TBS without simply making a whole new game.
I do not have a superman complex; for I am God, not Superman.
ceyan
Posts: 168
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RE: Master Wishlist Thread

Post by ceyan »

ORIGINAL: taltamir
ORIGINAL: CSS

[TURN BASED option

how would you go about making an RTS into a TBS? I mean, I have no idea how one would even begin converting distant worlds into a TBS without simply making a whole new game.

I'd guess you could probably go with a WEGO style system. Give orders, end turn, game plays out a set period of time, then the turn ends and you put in some more orders. Would be a hellish system for a game at this scale though.
taltamir
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RE: Master Wishlist Thread

Post by taltamir »

ORIGINAL: ceyan
ORIGINAL: taltamir
ORIGINAL: CSS

[TURN BASED option

how would you go about making an RTS into a TBS? I mean, I have no idea how one would even begin converting distant worlds into a TBS without simply making a whole new game.

I'd guess you could probably go with a WEGO style system. Give orders, end turn, game plays out a set period of time, then the turn ends and you put in some more orders. Would be a hellish system for a game at this scale though.

but that is just an RTS with pause. I have played RTS with pause before, they work nothing like a TBS. And distant worlds already has that...
heck, with the amount of auto pausing diplomatic messages you get... :P
I do not have a superman complex; for I am God, not Superman.
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