Master Wishlist Thread
RE: Master Wishlist Thread
1: Parameters for automated ship design to be editable in game.
2: Two new ship design variables to guide the AI
MinimumShipSize
MaximumShipSize
3: Alternate Ship construction logic to be implemented if the proper file is present. New logic as follows:
a %distribution of component types with a floor, rather than a whole number ( this will allow for size scaling )
-- Example --
Component / Floor / % of size
Reactor / 1 / 3.0% ( guarantees at least one reactor on all ships up to 3% of size dedicated )
EapontTractorBeam / 0 / 5% ( Ships below size 200 will not get one unless a smaller tractor beam is available)
etc.
4: pick display fonts at setup, or as part of a theme.
5: All spy work to be target based.
ex. In order to steal a Tech you pick a station or planet to 'attack' and the amount of research stolen is prorated to the amount of research produced by that location down to a floor value.
ex. If you want to prevent research stealing then put your counter intel agent at the appropriate research base. Or to prevent assassination locate the agent with the protected asset.
6: In policies add weighted value to spy missions in order to encourage the AI to perform particular types of missions more often than others.( like ketarov favor tech stealing but Dhayut favor sabotage, etc )
7: Add spying option 'Slander Empire' : PsyOp which lowers relations between two empires. Performable on self.
8: Add spying option 'Steal Ship Designs' : Espionage which give player one ship design currently in use ( possible to get the design for and Ancient Discovery ship )- gives owner a 5% targeting and 5% attackFP bonus against the stolen design. ( Many Bothan spies died to obtain these plans ) The ship plans can be targeted or random with difficulty scaled to tech and ship size. Design can be traded!
9. Add ship mission 'Stage Troops at' : Troop transport will collect all ungarrisoned troops from nearby planets and deposit them at the target location. Mission guided by active range - system, nearby systems, sector.
10. Add target queueing.
11. Add fleet targeting policy by target strength/size. ( choices Attack Smallest, Attack Largest, Attack weakest, Attack strongest, Attack All, Attack base )
I will stop now.
-E
2: Two new ship design variables to guide the AI
MinimumShipSize
MaximumShipSize
3: Alternate Ship construction logic to be implemented if the proper file is present. New logic as follows:
a %distribution of component types with a floor, rather than a whole number ( this will allow for size scaling )
-- Example --
Component / Floor / % of size
Reactor / 1 / 3.0% ( guarantees at least one reactor on all ships up to 3% of size dedicated )
EapontTractorBeam / 0 / 5% ( Ships below size 200 will not get one unless a smaller tractor beam is available)
etc.
4: pick display fonts at setup, or as part of a theme.
5: All spy work to be target based.
ex. In order to steal a Tech you pick a station or planet to 'attack' and the amount of research stolen is prorated to the amount of research produced by that location down to a floor value.
ex. If you want to prevent research stealing then put your counter intel agent at the appropriate research base. Or to prevent assassination locate the agent with the protected asset.
6: In policies add weighted value to spy missions in order to encourage the AI to perform particular types of missions more often than others.( like ketarov favor tech stealing but Dhayut favor sabotage, etc )
7: Add spying option 'Slander Empire' : PsyOp which lowers relations between two empires. Performable on self.
8: Add spying option 'Steal Ship Designs' : Espionage which give player one ship design currently in use ( possible to get the design for and Ancient Discovery ship )- gives owner a 5% targeting and 5% attackFP bonus against the stolen design. ( Many Bothan spies died to obtain these plans ) The ship plans can be targeted or random with difficulty scaled to tech and ship size. Design can be traded!
9. Add ship mission 'Stage Troops at' : Troop transport will collect all ungarrisoned troops from nearby planets and deposit them at the target location. Mission guided by active range - system, nearby systems, sector.
10. Add target queueing.
11. Add fleet targeting policy by target strength/size. ( choices Attack Smallest, Attack Largest, Attack weakest, Attack strongest, Attack All, Attack base )
I will stop now.
-E
RE: Master Wishlist Thread
On the galaxy show the system names in yellow when there were encountered space monsters on the last visit and orange when there was found a pirate base. And perhaps red when both was found.
RE: Master Wishlist Thread
In the Expansion Planner make it possible to switch Distance column between "distance to neareast starport" (what it is now) and "distance from selected constructor".
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- Posts: 22
- Joined: Fri May 30, 2014 5:20 pm
RE: Master Wishlist Thread
I would like to see in the diplomacy screen when your looking a a pirate fraction, they will show what information is available from them so i can quickly look threw all the pirates for info I want.
RE: Master Wishlist Thread
I have three small requests:
1 - When renaming a star, rename all the planets accordingly. Or have a check-box if you'd like to rename planets also.
2 - Show all private sector expenses. I had an issue where they were going bankrupt, because they were buying a lot of Lotus Fruits from a smuggler mission.
3 - Show Pirate protection costs in both monthly and yearly totals. It's just easier than having to multiply the cost by 12
Thanks.
1 - When renaming a star, rename all the planets accordingly. Or have a check-box if you'd like to rename planets also.
2 - Show all private sector expenses. I had an issue where they were going bankrupt, because they were buying a lot of Lotus Fruits from a smuggler mission.
3 - Show Pirate protection costs in both monthly and yearly totals. It's just easier than having to multiply the cost by 12

Thanks.
RE: Master Wishlist Thread
When you click a star then in the panel in the lower left corner all your mining bases there are shown with one of the mined resources. Since there is still space below that one shown resource show all other mined resources per base by placing them in a column under the respective base. Since you can enlarge the panel there should be enough space for that even if there are five resources at a planet. So you could better discern whether all (kinds of) resources in a system are already mined or not.
- Blackstork
- Posts: 802
- Joined: Mon Jul 07, 2014 3:45 am
RE: Master Wishlist Thread
Please add to modding features:
Allow to tie specific character ruler to specific government
Allow easy unlocking of government by techs
Allow to tie custom characters pool to certain goverement
Allow to tie specific character ruler to specific government
Allow easy unlocking of government by techs
Allow to tie custom characters pool to certain goverement
What kind of ship is being built?
I've always thought it would be great if the Construction Yard screen on ports and planets showed the type of ship being bulid rather than just the crane, flag, icon, name, progress and speed. Sure, I can note down the names and switch to the All Ships and Bases view and find them by alphabetical order, but if I click on the ship under construction could the purchase window switch to that type, or a mouseover appear, or maybe double clicking on it could bring it up in the lower left window or in the ships list above?
Then advance orders could be set for fleet etc., and it would be easy to know what is being built locally.
Then advance orders could be set for fleet etc., and it would be easy to know what is being built locally.
RE: Master Wishlist Thread
Things I'd like to have in the order of importance.
* Raise the max number of components from 170 to at the very least 250. The list of components I can't add is growing slow but steady and I'm still in the first research area.
* Add templates for planet destroyers.
Since only beam weapon research leads to planet destroyers I want to add other planet buster weapons as endtech for several other weapon research paths to even out the playground. The problem is I need ship templates for planet destroyers so the various races can utilize the different weapons.
There's also the question how the game recognizes alternate planet destroying weapons. Destructive power only or is there need for a new parameter in the components file?
* Include bonus/malus for weapons like targeting or striking against shields/armor in the components file instead of hardcoding them.
*Add a description field for components similar to facilities and plagues.
* Allow more races. The more the better, but at least 100. A team of modders is thinking about a mega mod for DW Universe and 50 is way to low.
* Make the bundled huge construction size from gaining planet destroyer weapons unusable for ships without such a planet buster in the design.
* Raise the max number of components from 170 to at the very least 250. The list of components I can't add is growing slow but steady and I'm still in the first research area.

* Add templates for planet destroyers.
Since only beam weapon research leads to planet destroyers I want to add other planet buster weapons as endtech for several other weapon research paths to even out the playground. The problem is I need ship templates for planet destroyers so the various races can utilize the different weapons.
There's also the question how the game recognizes alternate planet destroying weapons. Destructive power only or is there need for a new parameter in the components file?
* Include bonus/malus for weapons like targeting or striking against shields/armor in the components file instead of hardcoding them.
*Add a description field for components similar to facilities and plagues.
* Allow more races. The more the better, but at least 100. A team of modders is thinking about a mega mod for DW Universe and 50 is way to low.
* Make the bundled huge construction size from gaining planet destroyer weapons unusable for ships without such a planet buster in the design.
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- Posts: 34
- Joined: Thu Jul 24, 2014 3:43 pm
RE: Master Wishlist Thread
I would like a column on the Planets Screen that would show you which planets have or don't have a spaceport or some kind of defensive base (or star base).
Additional sorting options on the expansion planner would be useful too. Currently you have "potential colony", "your region", "galaxy", and one other. And you can select individual resources, all resources and critical resources. I would like to see a box to select one or two sectors as well. This way you can build up in a certain area, preferably close to your home world. Sure you can do that by sorting the table at the bottom by distance but if there are a lot of useful planets you could limit the list by sector.
On most of the tables, you can sort by one column. I would sometimes like to sort by two or more columns. For example, in the ships and bases table, select military ships and sort by ship type and task to see the carriers that have no task assigned or sort by task and fleet to see if you accidentally sent two fleets to the same location and task.
I find it annoying to select an exploration or construction ship, drag my screen to a chosen place, scroll in or out as needed and then try using right click to assign the selected ship to a task only to find my options are 1) assign a character to that ship; or 2) give that ship to some other race. I want to assign a task, not a character.
If I want to assign a character, I will go to the character screen ... besides what character rides around in a construction ship. Please address this...
Additional sorting options on the expansion planner would be useful too. Currently you have "potential colony", "your region", "galaxy", and one other. And you can select individual resources, all resources and critical resources. I would like to see a box to select one or two sectors as well. This way you can build up in a certain area, preferably close to your home world. Sure you can do that by sorting the table at the bottom by distance but if there are a lot of useful planets you could limit the list by sector.
On most of the tables, you can sort by one column. I would sometimes like to sort by two or more columns. For example, in the ships and bases table, select military ships and sort by ship type and task to see the carriers that have no task assigned or sort by task and fleet to see if you accidentally sent two fleets to the same location and task.
I find it annoying to select an exploration or construction ship, drag my screen to a chosen place, scroll in or out as needed and then try using right click to assign the selected ship to a task only to find my options are 1) assign a character to that ship; or 2) give that ship to some other race. I want to assign a task, not a character.
If I want to assign a character, I will go to the character screen ... besides what character rides around in a construction ship. Please address this...
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- Posts: 34
- Joined: Thu Jul 24, 2014 3:43 pm
RE: Master Wishlist Thread
I would also like better control over tax rates. With full automation, you have a choice of setting taxes to 0%, 25%, or 50% (low, medium, high) depending on the current population. I would like to have at least 3 more divisions with the ability to set an actual % not just a level. I.E. 45% instead of "High".
With 50 or more colonies it doesn't make sense to leave tax rate as manually controlled. It just takes too much time to adjust each and every one.
With 50 or more colonies it doesn't make sense to leave tax rate as manually controlled. It just takes too much time to adjust each and every one.
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- Posts: 1
- Joined: Fri Jul 25, 2014 1:48 am
- Location: United States
RE: Master Wishlist Thread
It may remove some confusion if ships in the "Exploration" classification would receive the racial bonus to "Military Ship Sizes."
It actually took me "too long" to figure out, as I was playing on a beta branch and thought it may have been a bug, so I was trying different things also on the official branch. I was beefing up my Exploration Design to fight Space Creatures. I'm a new player and don't know how important that is. I do appreciate that regular "Military" ships can be fitted with the Resource Profile Sensor and given missions to "Explore..."
Of course, I love the game. Thanks for making and patching it.
It actually took me "too long" to figure out, as I was playing on a beta branch and thought it may have been a bug, so I was trying different things also on the official branch. I was beefing up my Exploration Design to fight Space Creatures. I'm a new player and don't know how important that is. I do appreciate that regular "Military" ships can be fitted with the Resource Profile Sensor and given missions to "Explore..."
Of course, I love the game. Thanks for making and patching it.
RE: Master Wishlist Thread
ORIGINAL: Mortimer14
I would also like better control over tax rates. With full automation, you have a choice of setting taxes to 0%, 25%, or 50% (low, medium, high) depending on the current population. I would like to have at least 3 more divisions with the ability to set an actual % not just a level. I.E. 45% instead of "High".
With 50 or more colonies it doesn't make sense to leave tax rate as manually controlled. It just takes too much time to adjust each and every one.
This sounds like a great idea
- Solarius Scorch
- Posts: 180
- Joined: Sat May 25, 2013 6:55 pm
- Location: Cracow, Poland
- Contact:
RE: Master Wishlist Thread
As evidenced by this thread, changing the font size became an issue with the message log: a significant portion of users think the message space at the top of the screen is simply too small to be comfortable.
Perhaps this area could simply be adjustable by click-and-dragging the bottom edge up and down, like a normal window in any modern OS? Then everyone could have it as big as they want.
Perhaps this area could simply be adjustable by click-and-dragging the bottom edge up and down, like a normal window in any modern OS? Then everyone could have it as big as they want.
Forever Future 1.7 for Call to Power - the biggest mod for the best Civilization-like game ever!
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- Posts: 34
- Joined: Thu Jul 24, 2014 3:43 pm
RE: Master Wishlist Thread
A new "nice to have" option occurred to me today.
When you have a lot of pirates to contend with, at least early in the game, it becomes necessary to pay for protection from at least some of them.
The problem arises when you have the empire settings to "suggest" contracts. The game will "suggest" that you cancel the protection contract with each and every pirate you are paying off.
Here is my dilemma, you click on "Decline" because you're not ready to deal with those pirates at this time. Click decline on the others as well. The game will ask you again in 1 or 3 months (it might even be 6 months not sure which) and it will keep asking you at regular intervals until you "Approve" cancelling the contract.
Set the game on X4 speed and get annoyed having to "Decline" these contracts every 10 seconds of real time.
What I would like is an option list so that you click on "decline" and get a popup asking for a time interval (e.g. 1 yr, 3yr, 5yr, never).
The pirates will eventually cancel the contract anyway, so why bother me with it.
Just a thought
When you have a lot of pirates to contend with, at least early in the game, it becomes necessary to pay for protection from at least some of them.
The problem arises when you have the empire settings to "suggest" contracts. The game will "suggest" that you cancel the protection contract with each and every pirate you are paying off.
Here is my dilemma, you click on "Decline" because you're not ready to deal with those pirates at this time. Click decline on the others as well. The game will ask you again in 1 or 3 months (it might even be 6 months not sure which) and it will keep asking you at regular intervals until you "Approve" cancelling the contract.
Set the game on X4 speed and get annoyed having to "Decline" these contracts every 10 seconds of real time.
What I would like is an option list so that you click on "decline" and get a popup asking for a time interval (e.g. 1 yr, 3yr, 5yr, never).
The pirates will eventually cancel the contract anyway, so why bother me with it.
Just a thought
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- Posts: 43
- Joined: Wed Jun 11, 2014 6:01 pm
RE: Master Wishlist Thread
A few different ideas that have been floating into my head at work.
RACES
1. Split the research bonus races get into 3, so that each tree can be set individually. (ie: A race could be expert explorers (Energy tree) but be rubbish with weapons)
2. Add "DisallowedColonyPopulationPolicy". Some races may refuse to exterminate, or refuse to assimilate others.
3. Revise the ColonyPopulationPolicyGrowthFactorExterminate idea to be more like ResourceEffect -- modders could decide whether a given ColonyPop policy has an affect on a race. Ideas: Parasitic or carnivorous (+growth rate%) race that for whom "Enslaved" means "Livestock" but not to the point of exhausting a population. Or, gladiatoral arenas (Exterminate or Enslave) where troops can hone their skills.
4. Increase the maximum number of races allowed in the game to 80-100, or add a screen for players to select which 50 of the X races they have in their /RACES folder that they would like to include in game.
ESPIONAGE
We need to have more control over our spies. Add policy options to set:
* The minimum %Chance of success before the AI is allowed to send a spy on a mission
* Re-use the list of empire research priorities to let the player set empire espionage priorities. The combination of the above minimum success chance (85%) with, say, "Hyperdives" and the existing allow/disallow options for automation would let us say "You are allowed to steal research from empires we dislike on hyperdrives if you can get an 85+% chance of success"
* The minimum number of agents kept on counter-espionage (maybe)
Add a relatively low-risk to assess the level and strength of counter-espionage in a target empire. Have the result stay for a length of time similar to Operation Map.
UI
Rework the right message panel to include tabbed filters with counts of the number of unread messages.
GOVERNMENTS
Add a "CanBeChanged" field to governments. This could be used to make "Way of Darkness" or other governments (Capricious Extra-Dimensional Intelligence, perhaps) be a one-way adoption trip."
AI/RESEARCH
Modify the AI to build more research bases and reduce the value/lab.
COMPONENTS
Add a new "Repair Dock" component which is a construction yard that exclusively performs repairs. This gives the player (and AI) a simpler avenue for managing construction bottlenecks and create repair-only stations near battlefronts.
Alternatively, add some kind of a for which construction yards can build new ships, or a percentage of docks reserved for repair-only.
TECH TREE
Add 4 more columns to the tech tree, bringing the total to 12, and make the constant used for determining the cost of research in any given column moddable.
This could make life easier for those attempting major revisions of the tech tree.
VICTORY CONDITIONS
Add "% ruins controlled" to victory conditions.
SPACE COMBAT
Revise the attack strategies to make more effective use of weapons. Right now "All Weapons" (from Icemania's testing) has the ship try to maintain 80% of max distance of its main weapon, which results in very poor damage for most weapons.
There are several ways to modify this, including:
* Making "All Weapons" try to maintain a distance where its main weapon does 80% of its max damage instead of at 80% of its max range. It may be easiest to add another field to the weapons to hold that range target rather than calculating it on the fly.
* Allow more refined control of combat tactics by specifying (%damage) of (shortest-/longest-ranged weapon)
RACES
1. Split the research bonus races get into 3, so that each tree can be set individually. (ie: A race could be expert explorers (Energy tree) but be rubbish with weapons)
2. Add "DisallowedColonyPopulationPolicy". Some races may refuse to exterminate, or refuse to assimilate others.
3. Revise the ColonyPopulationPolicyGrowthFactorExterminate idea to be more like ResourceEffect -- modders could decide whether a given ColonyPop policy has an affect on a race. Ideas: Parasitic or carnivorous (+growth rate%) race that for whom "Enslaved" means "Livestock" but not to the point of exhausting a population. Or, gladiatoral arenas (Exterminate or Enslave) where troops can hone their skills.
4. Increase the maximum number of races allowed in the game to 80-100, or add a screen for players to select which 50 of the X races they have in their /RACES folder that they would like to include in game.
ESPIONAGE
We need to have more control over our spies. Add policy options to set:
* The minimum %Chance of success before the AI is allowed to send a spy on a mission
* Re-use the list of empire research priorities to let the player set empire espionage priorities. The combination of the above minimum success chance (85%) with, say, "Hyperdives" and the existing allow/disallow options for automation would let us say "You are allowed to steal research from empires we dislike on hyperdrives if you can get an 85+% chance of success"
* The minimum number of agents kept on counter-espionage (maybe)
Add a relatively low-risk to assess the level and strength of counter-espionage in a target empire. Have the result stay for a length of time similar to Operation Map.
UI
Rework the right message panel to include tabbed filters with counts of the number of unread messages.
GOVERNMENTS
Add a "CanBeChanged" field to governments. This could be used to make "Way of Darkness" or other governments (Capricious Extra-Dimensional Intelligence, perhaps) be a one-way adoption trip."
AI/RESEARCH
Modify the AI to build more research bases and reduce the value/lab.
COMPONENTS
Add a new "Repair Dock" component which is a construction yard that exclusively performs repairs. This gives the player (and AI) a simpler avenue for managing construction bottlenecks and create repair-only stations near battlefronts.
Alternatively, add some kind of a for which construction yards can build new ships, or a percentage of docks reserved for repair-only.
TECH TREE
Add 4 more columns to the tech tree, bringing the total to 12, and make the constant used for determining the cost of research in any given column moddable.
This could make life easier for those attempting major revisions of the tech tree.
VICTORY CONDITIONS
Add "% ruins controlled" to victory conditions.
SPACE COMBAT
Revise the attack strategies to make more effective use of weapons. Right now "All Weapons" (from Icemania's testing) has the ship try to maintain 80% of max distance of its main weapon, which results in very poor damage for most weapons.
There are several ways to modify this, including:
* Making "All Weapons" try to maintain a distance where its main weapon does 80% of its max damage instead of at 80% of its max range. It may be easiest to add another field to the weapons to hold that range target rather than calculating it on the fly.
* Allow more refined control of combat tactics by specifying (%damage) of (shortest-/longest-ranged weapon)
- Blackstork
- Posts: 802
- Joined: Mon Jul 07, 2014 3:45 am
RE: Master Wishlist Thread
Please allow:
To have more than 1 Race-specific Goverments
Allow Goverments unlocked by Techs
Allow triggering characters/events by researching tech
Allow certain custom characters to be aviable only if certain goverment used.
To have more than 1 Race-specific Goverments
Allow Goverments unlocked by Techs
Allow triggering characters/events by researching tech
Allow certain custom characters to be aviable only if certain goverment used.
RE: Master Wishlist Thread
Things I'd like to have in the order of importance.
* Raise the max number of components from 170 to at the very least 250. I already have 50 new components I can't add. The list is growing, I'm done with just the first research area.
* Add templates for planet destroyers.
Since only beam weapon research leads to planet destroyers I want to add other planet buster weapons as endtech for several other weapon research paths to even out the playground. The problem is I need ship templates for planet destroyers so the various races can utilize the different weapons. Even better would be to allow ship class and template creation.
There's also the question how the game recognizes alternate planet destroying weapons. Destructive power only or is there need for a new parameter in the components file?
* Include bonus/malus for weapons like targeting or striking against shields/armor in the components file instead of hardcoding them. It would be great if there were a new option for the weapon's impact on the crew so I could create a real death ray.
* Add a description field for components similar to facilities and plagues.
* Allow more and various planetary weapons. As of now only one ion weapon per planet is possible. Allow defining new facilities similar to wonders, if possible with more influence options.
* Allow more races. The more the better, but at least 100. A team of modders is thinking about a mega mod for DW Universe and 50 is way to low.
* Make the bundled huge construction size from gaining planet destroyer weapons unusable for ships without such a planet buster in the design.
* Raise the max number of components from 170 to at the very least 250. I already have 50 new components I can't add. The list is growing, I'm done with just the first research area.

* Add templates for planet destroyers.
Since only beam weapon research leads to planet destroyers I want to add other planet buster weapons as endtech for several other weapon research paths to even out the playground. The problem is I need ship templates for planet destroyers so the various races can utilize the different weapons. Even better would be to allow ship class and template creation.
There's also the question how the game recognizes alternate planet destroying weapons. Destructive power only or is there need for a new parameter in the components file?
* Include bonus/malus for weapons like targeting or striking against shields/armor in the components file instead of hardcoding them. It would be great if there were a new option for the weapon's impact on the crew so I could create a real death ray.

* Add a description field for components similar to facilities and plagues.
* Allow more and various planetary weapons. As of now only one ion weapon per planet is possible. Allow defining new facilities similar to wonders, if possible with more influence options.
* Allow more races. The more the better, but at least 100. A team of modders is thinking about a mega mod for DW Universe and 50 is way to low.
* Make the bundled huge construction size from gaining planet destroyer weapons unusable for ships without such a planet buster in the design.
RE: Master Wishlist Thread
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
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
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- Posts: 210
- Joined: Mon Jun 09, 2014 12:56 pm
RE: Master Wishlist Thread
Higher-resolution allowance for art assests.
Let me use high-res UI buttons, ships and planets.
Let me use high-res UI buttons, ships and planets.