Suggestion Thread

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.

Moderator: MOD_DW2

User avatar
apd1004
Posts: 180
Joined: Tue Aug 01, 2006 10:35 am

Re: Suggestion Thread

Post by apd1004 »

Fuel Tankers:

We've discovered hyperspace drives and figured out warp travel, but we can't figure out how to transfer Caslon from the fuel cargo tanks to the actual fuel tanks of the ship so it doesn't run out of gas itself? Unless maybe I haven't played the game enough yet to see this actually happen...?
apd1004
_______________
Jeff Leslie
Akron OH, USA
zgrssd
Posts: 5101
Joined: Tue Jun 09, 2020 1:02 pm

Re: Suggestion Thread

Post by zgrssd »

apd1004 wrote: Sat Mar 12, 2022 10:37 pm Fuel Tankers:

We've discovered hyperspace drives and figured out warp travel, but we can't figure out how to transfer Caslon from the fuel cargo tanks to the actual fuel tanks of the ship so it doesn't run out of gas itself? Unless maybe I haven't played the game enough yet to see this actually happen...?
The tankers can do this. It is propably part of the Remote Fueling component. And only after a decent amount has been used.
zgrssd
Posts: 5101
Joined: Tue Jun 09, 2020 1:02 pm

Re: Suggestion Thread

Post by zgrssd »

New Colony Screen
Once you have Migration pacts, the listed Suitability and hte options for the Filter should include any species you only got access to via Migration pacts.
Maybe with a marker. Or displaying the suitability for the best existing species/best migraiton pact species.
zgrssd
Posts: 5101
Joined: Tue Jun 09, 2020 1:02 pm

Re: Suggestion Thread

Post by zgrssd »

Colonies Category
There is a list for every research bonus under Research, Research Bonus Amounts.
Maybe you could do something similar for each planet type, and the best Colonisaiton Treshold in the Empire/Empire + Migration Pacts

Research Bonus Amounts
It would be nice if I could swap to a version where it lists the total - so I know where I have enough total bonus for high scores.
It would also be nice if those total values could be replicated in the tech tree itself, at each category header.
User avatar
Arkblade
Posts: 92
Joined: Mon Mar 14, 2005 3:23 am

Re: Suggestion Thread

Post by Arkblade »

Character editor

Currently the DW2 editor seems to lack a "character editor".
- Placement of character anywhere
- Setting character skills
- Changing the portrait of a character

Since the game has character elements, it would be a great expansion of the game if these could be made possible just as in DWU.
zgrssd
Posts: 5101
Joined: Tue Jun 09, 2020 1:02 pm

Re: Suggestion Thread

Post by zgrssd »

A bunch of designer Suggestions:

Component Preferences
Both teh Auto-designer and the Upgrade of manual design runs into a issue - if you got multiple components of the same tier, which one is "better"?
Fast, Efficient, High Speed Hyperdrives?
Efficient or High thrust Engines?
Lightning, Lance or Concussion Missile?

You can not rely on only the "right" one being unlocked, as scrapping captured ships might give you tech you are not interested in.

A dedicated setting for this would be preferable. This setting could be used both for the Designer and the Research selection, and could be different based on each Race (naturally races should prefer their unique variants).

Minimum Ion Defense
When designins ships, getting enough Ion Defense is important.
Unfortunately the game right now does this by just prefering Ion Armor over all other during Upgrade - which is kinda bad.
Instead it should only prefer Ion defenses for the purpose of having a high Ion defense. And thus skip them if some other part already provides all nessesrary preference.

This value should exist for for Military and Civilian ships sepeately, as Civil Ships only need to survive Ion and Gravitic storms, whereas Military Ships might actually have to face Ion weaponry regularly.

Colonizer warnings
It would be nice if the Colonizer has a warning, if the Fuel Range significanlty exceeds the Colonisation Range as set at galaxy Creation.
It is also not clear if Passengers, Troop or Cargo compartments help with transporting more colonsits. But some warnings "likely useless on a Colonizer" could clear that up.
WCG
Posts: 140
Joined: Thu May 30, 2013 2:47 pm

Re: Suggestion Thread

Post by WCG »

Unlike the previous game, this one seems like it wants to force us to let the AI handle everything. The biggest issue, to my mind, is with exploration ships.

In the early game, I like to manage exploration manually. But that's almost impossible in Distant Worlds 2. First, you can't queue up multiple orders. (Why not? That's just astonishing to me.) Second, there is no alert, no popup, when a ship is idle. We really need that option! Really, we should be able to select what pop-ups we want (and whether or not they pause the game).

If I want to run my exploration ships manually, I can only give them one order and then keep checking back - through all of them - to see which ones are still busy and which ones have been doing nothing. Of course, that's the case with every other ship type in the game, too.

So, why not just let the AI run my exploration ships? It's because they waste all of their time slowly surveying asteroid fields! I have five asteroid fields in my home system in my first game! And my exploration ships seemed to prioritize them, rather than planets.

There are lots of asteroid fields in nearby systems, too - really, there seems to be an abundance of them in DW2 - and again, the AI seems to go immediately to them, ignoring the planets and moons. So I do not want to leave this to the AI, but the game makes it painfully difficult to do it manually. Please fix this!
Image
zgrssd
Posts: 5101
Joined: Tue Jun 09, 2020 1:02 pm

Re: Suggestion Thread

Post by zgrssd »

Spies

Counterespionage
It would be nice if the effect was simply a passive for having no mission, rather then a dedicated mission.

Alternatively, you could put the Players empire in the Empire list, at the top. With only one availible mission, I could just change the Empire and be done.

Mission Seleection
The Empire List would be helped a lot if you at least indicated who of them is a Pirate, who is a major empire - and what their races are.

Also maybe a indicator of realtive difficulty (as much as there are general rules for difficulty).

Diplomacy Tech
It should require less Micro to get the Diplomacy techs via Espionage.
Stuff like actually automatically re-queing the Mission on success. Swapping over to the next tech.
It should also be easier to get the tech, if you already got a lot of progress in it (from hard work or previous operations).
The Operation should be valid for Auto-Queue if you are aiming for friendly relations, as better Diplo Tech directly helps with that aim.

Species Dosier
Maybe getting the lower Diplomacy techs should be doable by a dedicated Spy task?
This operation would target a Species rather then a Empire. And would grant progress in the lower 1-3 Diplomacy techs.
A similar operation could exist for the Ambassador.
Velk
Posts: 8
Joined: Sun Mar 13, 2022 8:09 am

Re: Suggestion Thread

Post by Velk »

A few suggestions on spies:

It desperately needs to default to the same or similar mission when the spy succeeds. If they just stole part of cruiser tech off the ackdarians, there is absolutely no reason to make you scroll through the list to find the ackdarians again and then choose steal research again and then choose three months... Again

If you have multiple spies this is just outrageous micromanagement of pointless busywork.

Automation doesn't really help here because they could go off and do literally anything.

On a similar note, the end of mission pop-up should have a show me link that goes to that spy so you can give them a new mission.

What would be really nice is some automation direction, like steal research from X that you can set and forget.

Also, while espionage skill goes up from spying and sabotage skill goes up from sabotaging, conducting counter intelligence operations does not seem to grant any skill experience at all for your spies, so a defensive spy war is always doomed to failure because it only takes one success before the aggressor starts outlevelling the defender.
Dudok22
Posts: 22
Joined: Sat Apr 18, 2015 11:23 am

Re: Suggestion Thread

Post by Dudok22 »

1. I would love an in game "ship design template" designer. Basically a menu where you select on what criteria should the ai designer base their design on.
For example:
Cruiser Template
Combat Style: Medium Range/ line
Priority Weapon1: Missiles
Priority Weapon2: Railguns
Priority Weapon3: Tractor Beams
Reactor Preference: Efficiency
Engine Preference: Raw thrust
Shield Preference: Shield Recharge
Armor vs Shield: More shields
Hyperdeny: Yes
Long range scanner: no
...
etc.

Right now it looks I would have to edit some files to change it which is really cumbersome and it even takes more time than just designing everything myself.

2. A setting to turn down the background stars would be really nice

3. A setting to turn off location badges but leave the names of systems on. Right now only nebulas and debris fields are named with location badges off

4. Ability to turn off the UI menu animation when you mouse over the alerts. Just let it appear all at once after very slight delay instead of the "unwraping" animation. There is a setting for research tree popups like this already in game.

5. Ability to sort ships and stations according to the design template they are using.

6. Maybe I am just not seeing it but ability change the type of hull in the ship designer (Fleet Destroyer, Heavy Destroyer etc.). Right now you have to generate a whole new design to change it. It would be nice to change between the hull styles in the designer to compare easier.

7. Flag and color customization. Right now it seems that color is linked to the flag and every species only uses 1 style of flag.
User avatar
rxnnxs
Posts: 623
Joined: Sat Jun 01, 2013 10:25 am
Location: what goes on
Contact:

Re: Suggestion Thread

Post by rxnnxs »

Dudok22 wrote: Sun Mar 13, 2022 9:16 am 1. I would love an in game "ship design template" designer. Basically a menu where you select on what criteria should the ai designer base their design on.
For example:
Cruiser Template
Combat Style: Medium Range/ line
Priority Weapon1: Missiles
Priority Weapon2: Railguns
Priority Weapon3: Tractor Beams
Reactor Preference: Efficiency
Engine Preference: Raw thrust
Shield Preference: Shield Recharge
Armor vs Shield: More shields
Hyperdeny: Yes
Long range scanner: no
...
etc.

Right now it looks I would have to edit some files to change it which is really cumbersome and it even takes more time than just designing everything myself.

...
Good ideas, all sound very good!
+1
Galaxy227 wrote: Thu Mar 10, 2022 4:49 pm INDIVIDUAL SHIP QUEUES!
Also, like in the other threads where we flood all with this wish, I second that.
+1

On top of that, I opened my own thread that was named a bit different with a wishlist that could be combined with this one.
I paste my wish inside here again and link to that, so it can be deleted.

https://www.matrixgames.com/forums/view ... 1&t=380765
rxnnxs wrote: Sat Mar 12, 2022 9:21 pm I know this will be addressed later on, because things like crashes with systems that have onboard/cpu graphic cards and external gpus are a problem right now..
but i wonder why those peoble have problems with it. I too have an internal gpu and an external in a slot, but in bios i turned it off.. why should i have it turned on?!

ok, so here is my wishlist (the topmost is the highest priority):
- it would be soooo good (missed it in DW1 already) if we would have settable keys for:
- idle ships selection button (explorer, but for sure all other ships as well)
- CLOSEST (explorer) ship button
- closest idle (explorer, builder, ...) ship button

-popup filter -> stops popups about built ships or whatever.

- switchable option to keep popups small/off so i can hover over them, getting a hint/help window and being able to close them with a right click, but being not bothered by the big popup window (I dislike this somehow)

- more shortcuts that can be selected. I use F5 to switch exploration filter on and off, but it would be nice if this filter, and only the filter could be selected too...

- select a better font or let us change the font, so the numbers have the same width (8.888 is as broad as 1.1111)

- queueable commands

- slider to change the backgound star density

-designs overview with adjustable/changeable columns (firepower, components, ...)


- a filter in all the ship lists to sort out:
1. unbuilt ships
2. ships that have no fuel

- music is good, mostly, but not enough. so it is better than in the first game, but for sure we will get bored by it. in the first five minutes, i heard this annoying and restless snip of music over and over. BUT awesome is, that the music is adapting to the view. very very cool! in star ruler they started a try on this, but it did nto work out well... and good music is not easy to get your hands on, and if, it is not easy to get enough of it to make it not that repetitive.
BUT because everybody has different taste, it would be sufficient if you tell us, how to understand the naming system
Lunalis
Posts: 127
Joined: Fri Mar 11, 2022 7:47 am

Re: Suggestion Thread

Post by Lunalis »

i wish there was still a overlay option to show the defence ranges of your fleets.
Stormy Fairweather
Posts: 74
Joined: Fri Jul 01, 2011 6:30 pm

Re: Suggestion Thread

Post by Stormy Fairweather »

Star marine barracks are 'crew quarters' despite having no crew. so after you develop the tech and hit 'upgrade' none of yer ships will have crew. and if looking at 'latest component of each category' you are left with 0 actual functional crew quarters to choose from.

have to choose to view all, then find the crew quarters.
zgrssd
Posts: 5101
Joined: Tue Jun 09, 2020 1:02 pm

Re: Suggestion Thread

Post by zgrssd »

Stormy Fairweather wrote: Sun Mar 13, 2022 10:57 am Star marine barracks are 'crew quarters' despite having no crew. so after you develop the tech and hit 'upgrade' none of yer ships will have crew. and if looking at 'latest component of each category' you are left with 0 actual functional crew quarters to choose from.

have to choose to view all, then find the crew quarters.
That should be a bug report, not a suggestion.
Stormy Fairweather
Posts: 74
Joined: Fri Jul 01, 2011 6:30 pm

Re: Suggestion Thread

Post by Stormy Fairweather »

How about an option to filter civilian ships being attacked (i dont care about private transports that fly to pirate bases or gavillex nests), and/or your scouts. the alert is useless, yer not gonna respond to these once you hit even early mid game, and it muddies the water making it harder to pick out relevant attacks by an empire or at your colony.

adn related to that one... how about an option to automate defense fleets responding to threats that is separate from organizing attacks? i want my defense fleets to proactively defend without pestering me every time, and by the same token i DONT want my ships running off and starting wars without my say so.
Lunalis
Posts: 127
Joined: Fri Mar 11, 2022 7:47 am

Re: Suggestion Thread

Post by Lunalis »

a new military empire policy option that sets in what % ratio "fighters-bombers" hangars build their ships.

so you could go all fighters or all bombers or 3/1 for all your hangar bays.
Last edited by Lunalis on Sun Mar 13, 2022 4:04 pm, edited 1 time in total.
Lunalis
Posts: 127
Joined: Fri Mar 11, 2022 7:47 am

Re: Suggestion Thread

Post by Lunalis »

how about changeing the little automation button when you select stuff:

instead of just chosing one of a list of choices to pick one.
into a menu to the right (similar to how tactics opens the side menu) where you can turn on/off EACH option (similar to the empire policy automation buttons)...

for explorers you could even add options to "explore asteroids" "explore planets" incase people want explorers to ignore asteroids for whatever reason.

maybe even add such an automation button top left to the ship designer... so you could set these settings for every new ship build like that. (i.e. if you just want your escorts escorting and not guarding or patrolling)
Screenshot_6.png
Screenshot_6.png (69.73 KiB) Viewed 1665 times
Screenshot_7.png
Screenshot_7.png (51.38 KiB) Viewed 1665 times
Screenshot_8.png
Screenshot_8.png (52.35 KiB) Viewed 1665 times
Lunalis
Posts: 127
Joined: Fri Mar 11, 2022 7:47 am

Re: Suggestion Thread

Post by Lunalis »

how about when you transfer a character to a new location it actually creates an order for a passanger ship of your designs to load and transport that person to the new place.

for spies they could transport the spy to a random nearby station of the target and from there the spy could use the other empires state ships to get to the target location.
Luminance
Posts: 1
Joined: Thu Mar 10, 2022 5:29 am

Re: Suggestion Thread

Post by Luminance »

Definitely concur with wanting individual ship order queues. The global queue is useful, but it doesn't cover the same circumstances as individual queues.

Also need a way to instantly delete ships without sending them to a spaceport to retire, unless there is a way that I've missed. I end up with ships trapped in nebulae or planet anomalies, and I wouldn't mind so much if I could just write them off, but there doesn't seem to be a way to do so. They just sit there, hyperdrives and engines disabled and unable to move, taking up space in the world and UI.
Pldroneoperator
Posts: 2
Joined: Sun Mar 13, 2022 7:58 pm

Re: Suggestion Thread

Post by Pldroneoperator »

Let us pick our own empire flags and colors for gods sake. I'm sitting here ripping my hair out trying to fight an empire with the same exact flag and color as mine, its ridiculous!

Also what happened to vassalization? Seems pretty glaring of a missing feature to me, as I vassalized empires often in DWU. Diplomacy could use way more depth imo, in this current state I see no real way to exert your influence over another empire. Like if I want to annex a far weaker empire than mine it seems there is no diplomatic avenue to exert my influence over them besides just straight up war. State relations just don't feel like they are where they should be.
Post Reply

Return to “Distant Worlds 2”