Current compiled change request (from Steam Discussions) for DW2 from MARCH 11 2022 onwards

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

Miyuki
Posts: 40
Joined: Mon Dec 24, 2012 12:31 am

Current compiled change request (from Steam Discussions) for DW2 from MARCH 11 2022 onwards

Post by Miyuki »

suggested changes for DW2:

3/11/2022:

0. During the tutorial, the tutorial breaks player initiated PAUSE. This is a big no-no.

1. In the options menu, showing required population for spaceport size should be shorthanded for ease of reading. Instead of 5000000000, it should read 5B (preferred) or 5 Billion. After about 6 zeroes it is quite easy to misread a number unless separated by commas every 3 digits.

2. Allow for repositioning of popup windows. Popups are coming up and covering other windows, which is mildly irritating.

3. Some tooltips in the research screen go offscreen somewhat - mostly for the research at the bottom of the screen. Should be centered so it is fully visible regardless at what point the elevator button on the right of screen is scrolled up or down.

4. Default population policy option appears to be missing. This policy should apply to all new planets unless otherwise specified by automation or user. The policy should allow for 1-Species Only, Similar Species, Any Species, specifying all 4 options (Accept, Resettle, Do Not Accept, or Exterminate). If I want my population of Furry Rodents to remain unblemished by primitave hairless apes, I should be able to do so easily ;)

5. Resource Flow Overview button bottom right. This popup window should be condensed to properly display on screen, not take up the entire right side of the screen.

6. The F key no longer locks camera on the selected unit?

Riverdusk has Distant Worlds 2 1 hour ago
For #6 I think the "L" key is the default for that in DW2.

More suggestions to come later as I play first time.


March has Distant Worlds 2 1 hour ago
7. Add post battle reports that tell you what you destroyed and what you lost.

Hanekem has Distant Worlds 2 1 hour ago
8. consider re-adding the expansion planner (yes, yes, you can see it from the zoom, and from the iu, I want to see the minimap to see which option is better in a geographic/strategic sense)

bradley_usn has Distant Worlds 2 5 minutes ago
9. Allow vertical panning of the camera

10. Exploration Ships do not continue to scan a planet once "Unknown Items Present" appears, even though the exploration ships are automated to do so.

11. Controlled territory color area is not sphere increasing with population like DW1. Please add this, the current DW2 is disjointed (if I control 3 close by systems in a tight triangle, my zone of control should be unified color and somewhat triangle shaped.)

12. Multiple ship build menu is missing, no easy way to order many ships and have it automatically distribute those build orders in empire evenly based on production capacity, like was possible in DW1.

13. audio ping (3 wave ping sound) for notices should be shorter, and less abrasive. A very quiet and subtle ping is fine. Same problem that DW1 had that made players want to turn off all notifications because of that sound ;) Remember, this sound will be played thousands of times during a session... make it less irritating please!

14. No flavor text for first encounter with Gravillex - what is it? Research/salvage potential? The only thing I saw was a popup saying combat, my ships killing it, and having it's Carcass litter my system :(

15. Spies newly appearing are not being used by Automation, as new spies have no skills. Requires user to send on a mission to unlock skills, then AI automation will use them. This bug is carrying over from DW1. Suggest having the default Counterintelligence mission give experience up to towards unlocking skills so they can be left on automation if desired.

16. My Steam is set up to take screen captures with F12. DW2 seems not to like this. I have tried some other F keys, INS, DEL, PAUSE, PRT SCRN, Break, and some others but none of them are allowing me to take screen captures in game.

17. I have a fleet of T1 tech level that, somehow, managed to appear entirely across the 10x10 size galaxy. On noticing this, i set them to return refuel and re-enabled automation, but based on their jump speed, the galaxy will experience heat-death before they return. Bummer, I liked Fleet 2. Seriously though, I have no idea why this fleet appeared there. They are ship designs I made, not *insert spoiler fleet stuff*. I would post a screen, but see #16 above.

18. In DW1 you could right click empty space with multiple ships selected and select Automate. This function appears to be missing, and I am unable to find an easy way to set multiple ships to Fully Automate.

19. Scrap Immediately is missing from ship selection. No readily visible way to immediately get rid of unwanted ships too far to salvage/repair.

20. Pressing C and zooming in does not properly focus on a planet if done from galaxy zoom level. When zooming in, the game graphics for system level objects such as planets, ships and space rocks act stragely, flickering.

MARCH 12 2022

21. Pay Costs in research screen, but there is no indication of current state funds in the research screen.

22. AI built colony ship (first iteration, T2 tech) has Damage Control installed, instead of properly installing enough reactor to fully power the T2 Hyper Drive.

23. Non combat ships made by AI contain weapons (exploration ship).

24. Diplomatic method of securing 100% approval for colony ship takeover of neutral planet is almost instant, assuming player pays approx 30k for initial bribe/gift, then initiates 2 trade agreement levels, giving 100% almost immediately after discovering the alien planet. Based on game text, this should take some longer amount of time to occur.

25. Ship Travel Vectors overlay option arrow icon does not properly scale in size based on game view zoom level (galaxy view, the arrow icon is very large).

26. Colony Ship has weapons added to it by AI.

27. Location Badges overlay button does not contain Star Name Only option.

28.
Hanekem has Distant Worlds 2 1 hour ago
not excatly something that could be done on the quick but... more to do with independents, maybe turning them into client states or protectorates or something.
maybe with paths for integration as well
Current system for the indeps feels very barebones and uninteresting

29.
NarksTv has Distant Worlds 2 9 minutes ago
a way to way-point ship paths or set up a dedicated route between systems. got an unlucky spawn and had no straight shots to other systems without hitting storms

30.
Originally posted by March:
Build colony ships that actually *fit* the world intended. Do not put Ketarov on a deep ocean world when I have Ackdarians and Hakoonish that would be perfectly happy to be there. Ketarov are literally a negative sustainability in Deep Ocean worlds, while Ackdarians have +23. Ketarov revolt immediately on arrival.

Reply by MIYUKI:
How did you start the build for the colony ship? was it through the available colonizable planets list, or did you build it from a planet with primary population of X or Y race?

I found if I do the former, it builds the ships distributed across the empire and does not respect the needs of the planet type / race type.

Also, if I do the latter, and i use the available colony planet screen to assign it to be colonized, the game will not assign the correct race colony ship quite often (it appears to be assigning the closest available ship).

The only way to have it use the right race, is to manually build it from a suitable planet population, and then manually select that ship and right hold on the target planet to colonize it.

This is different than DW1 in that planets that werent suitable would only be colonized by suitable population automatically (the AI was smart enough not to send desert races to ocean worlds for example).

31.
March has Distant Worlds 2 6 hours ago
Once you research Star Marines, warships auto upgrade *Crew Systems* to Star Marine Barracks. These two do not serve the same purpose, and you have to undo this every time you upgrade a ship design.

32.
Missing option to Move To Top, Move to Bottom in tech research screen, when re-organizing tech research queue.

33.
Mysterious Plague:
The "Shakturi Psyonic Virus" text appears in the research for "Mysterious Plague" after this event is triggered, before the player visits the origin site for a second time (after initial ship visits and is mysteriously lost), which defeats the purpose of making it a mystery in the first place.

34.
Construction Ship missing AI automation option "Auto Repair"

35.
Missing ability to select multiple choices for automation of ships except X, or Y - it is restricting to only 1 selection. If I want my construction ship to only build Resorts and Monitoring Stations, i should be able to do this.

36.
Mining ship mining gas giant with 45% argon and 98% caslon will not mine both resources at the same speed adjusted for percentage. In this case, argon will stop being collected, while caslon will continue to be collected and put into cargo hold. Expected that both resources will fill up in a balanced way, with caslon increasing quanity faster as it is higher %, with mining of both resources stopping at the same time due to full cargo hold.

37.
Mining Ship with 1800 cargo capacity (2x800 beginner tech) has harvested 1062 caslon, 120 krypton and 424 argon = 1606 units of resources. It then decided to take this load back to the spaceport for some reason.

MARCH 16 2022

38.
Varien has Distant Worlds 2 14 Mar @ 6:42pm
Have station cargo values based on the actual station and not (i'm assuming) based on the planet's population.

39.
Wille1412 has Distant Worlds 2 14 Mar @ 7:10pm
Autosave when paused. With the frequent crashes it would be really appreciated if the 5min autosave counted while paused. A lot of work is done paused, it has to be when I see between 10 to 20 minutes between autosaves sometimes.

40.
Malthus has Distant Worlds 2 14 Mar @ 11:50pm
1 Split up building automation policies from "all stations" to "per station type" policies
I do not want to be nagged by suggestions for every single mining station, nor do I want the AI to spam them everywhere. But I do want suggestions for building space ports and resort bases when they would be beneficial. And research bases can be automatically built whenever possible for all I care.

41.
Malthus has Distant Worlds 2 14 Mar @ 11:50pm
2 Queued actions for fleets to prevent the whole fleet to stop when the first ship arrives at a location and the fleet is given an attack order (Investigate enemy presence mission)
As it stands the whole fleet drops out of ftl wherever they currently are because one ship arrived and got a sensorlock on the enemy. All the other ships have to reengage their ftl drives while the one ship goes for a suicide run...

42.
FlashXAron ☕ (Alex) has Distant Worlds 2 15 Mar @ 12:16am
1. SPIES SPIES SPIES they are a joke atm, because of research stealing and blowing up everything IN ONE TRY, better as any atomic bomb
unbalanced af and ruins the whole game, makes no sense to play it atm, when you use it or any of the AI ...

43.
March has Distant Worlds 2 15 Mar @ 1:57am
Sector grid: How can we set up sector defense if we don't know where the sector lines are? DW1 had a grid overlay so we could see this.

44.
March has Distant Worlds 2 15 Mar @ 1:57am
Colonization distance: I have an independent world that is wanting to be colonized, but it is outside my colonization distance. Since they are out of range, please stop informing me that they're ecstatic about joining us and to build a colony ship for them, and please show me what my colonization distance is so that I don't bother to build a ship for such a location...

45.
March has Distant Worlds 2 15 Mar @ 1:57am
Money: Presently, you can see how much money you have, and your current cashflow. However, we have no idea what bonus income is unless we hover over the money, or open our empire status screen. It would be really helpful to have the main UI money display include all sources of income. Perhaps something like this?
$600K (-56K +8K)
As opposed to:
$600K (-56,083)
This would shorten it such that we can see all three values in a similar space and give us a better idea on our total income.

46.
March has Distant Worlds 2 15 Mar @ 1:57am
Pause: Please HALT the message timers on pause. I am pausing the game to read them, but they go away before I can get to them. Some do NOT show up in the main message log either!!

47.
Dray Prescot has Distant Worlds 2 15 Mar @ 2:57am
For Pre Warp Start Games, make Basic Space Commerce an already researched Tech, so that all Mining Stations and Star Ports start with a Commerce Center to collect fees for all transactions (Buys and Sells) by private economy ships. It is too easy for new players to DW2 to miss the need for Commerce Centers, for additional income, since they do not understand how the private economy works and how for the players to get additional income from the private economy ships.

48.
Wyseman76 has Distant Worlds 2 15 Mar @ 3:39am
All ships in a fleet should jump together and travel at the speed of the slowest member ship. This means ships in a Fleet will arrive together not trickle in.

49.
Wyseman76 has Distant Worlds 2 15 Mar @ 3:39am
Fleet list UI needs to add a merge fleets button for a quick and easy way to merge fleets. Current method of selecting ships in the ship list works but is just unnecessary tedium when wanting to merge full fleets.

50.
Wyseman76 has Distant Worlds 2 15 Mar @ 3:39am
In the colony expansion UI there should be a filter for potential planets within the colonization range.

51.
Wyseman76 has Distant Worlds 2 15 Mar @ 3:39am
General Fleet Cohesion on the map when automated is a mess, especially as the game progresses, needs serious work.

52.
March has Distant Worlds 2 15 Mar @ 3:54am
There is currently an issue where some species appear later in the colonization list when sorted by suitability.

53.
March has Distant Worlds 2 15 Mar @ 5:34am
I tried to rename a fleet while the game was paused and letters were missed. This tells me that there is still a lot going on while the game is paused. Why? I checked the required and recommended specs just to see if somehow my 2020 computer was not up to spec. It is well beyond specs.

54.
Geeves has Distant Worlds 2 15 Mar @ 6:14am
Made a thread with this suggestion but it got buried immediately.
Currently the only way to take a specific race from colonies with multiple races is to:
1. turn population control to manual
2. set desired race to "Force relocate"
3. manually set colony ship to pick up colonists at colony
I would suggest that right-clicking on a planet with multiple races should bring up an option to load a specific race.

55.
On Mouseover of empire credits top right. Advisor reserving XXX credits for: build colony ship. Is this taking a portion of funds each day? This is unclear. This fund reservation appears to be static, and is pushing my empire financials into the red (new game, still only 1 planet colonized) - it would be better to have the AI reserve only a % of funds if those funds are positive, and not reserve anything if it is negative.

56.
Game event popups from exploration indicating a coordinate location. Zoom out max on galaxy map, and mouse around to find it, noting that there is no indication on screen showing the coordinate location of the cursor.

57.
Ancient Colony, underground. Hacking in, game text states that it caused some injuries and 1 scientist death. The scientist was stationed at a research base some distance away from the event location. Strange.

58.
Select spaceport when insufficient funds to build Construction Ship. Wait for game to process until sufficient funds are collected, but game does not make the Construction Ship build button selectable at that time, requires deselect spaceport, and reselect in order to press the button to build.

59.
6 Cuprica required to build SSP, building disabled. I have a mine with this resource for quite some time now, however the planet in question is missing a stockpile selection for Cuprica. Effectively, this is preventing me from building a SSP over this planet, as the game does not track Cuprica stock levels on the planet for some reason.

60.
Queue colonization from potential colony list, before construction begins, decide to cancel it, manually cancel colonization - the colony ship in construction queue (not started building yet) does not auto-cancel.

61.
Cancel colony ship before build starts does not refund the cost of the colony ship to empire credits.

62.
Research list cannot be scrolled down to adjust queue positions for research selected that is put off the monitor (below bottom of screen, cannot be viewed or adjusted). This makes requiring to cancel all research queue until it appears.

MARCH 18 2022:

63.
Ordering manual fleet to refuel at location with enough fuel for all ships, yet some few of these ships refuse to refuel, requiring reissuing refuel command for fleet.

64.
Fleets stationary with no orders or automation enabled, when ordered to move to remote location, will not jump together. There will be many seconds in between some of the ships, causing a convoy trickle effect for ships. More pronounced the further the destination is. Whatever system for this is clearly broken. The fleet is set to Tight Formation, and is using Fleet AI Override.

65.
SOL System has Mars in orbit closer to the sun than Terra is. Mars has a moon called Frehoy? Venus and Mercury are missing, as are the asteroid belt, Uranus, Neptune, and Pluto.

66.
Artifact Constitution Crystal (Solar Republic) is not Immediately Moveable once SOL is controlled by player.

67.
Unless game offers ability to disable space creatures, or ability to stop respawn, the game will continually respawn space creatures over and over, creating a never ending stream of popup notifications. Instead of disabling the creatures, it would be preferrable to have respawn disable option. In this mode, only events would spawn more, after the initial creatures are killed off.

68.
Hidden League base can spawn at system on other side of galaxy, but ships spawn in player owned starting system as expected.

69.
Auto enabled Location badges: When mousing off, badge window appears unclear and fonts are blurry. When mousing over this window, in addition to showing the star type, the image for this badge then becomes clear and text is easier to read. I initially thought my eyesight was going :)

70.
Set to colonize ocean world as humans, game is smart enough to go pick up Ackdarians from my recently aquired colony nearby, but picks up 30m Humans and 16 (yes, only 16) Ackdarians. Once the colony ship lands on the ocean planet, i immediately set the planet to resettle the dirty apes, and once unpausing the game, the planet instantly rebels and leaves empire, making a new human independent. Interestingly enough, as soon as the planet rebelled, the 16 ackdarians magically turned into 30m. Where can I buy whatever fertility pills they are using? In addition, even though the source planet I was loading colonists from had 900m Ackdarians and only 32m Humans, the game loaded the humans first. Ackdarian discrimination!

71.
Selected hotkeyed colony ship lands on planet to colonize and is consumed. Pressing the hotkey for that ship again will flash the warp range circle around the planet it was last at for 1/4th a second, then it disappears. Pressing the hotkey multiple times flashes this circle repeatedly. Graphics bug and bug within the game.

72.
Playing as Human, leader lost due to Way of Ancients story event. New leader selected, which was Ikkuro. All portraits for Humans include backdrop and are sized appropriately in Characters menu, but Ikkuro have no backdrop, and the facial image is stretched to cover the entire window. Ikkuro discrimination!

73.
When building a ship design, it is not intuitive what each of the items are for a slot, which are T1, T2 or whatnot. It is quite difficult to know which one has superior stats. The current dropdown is not an effective way to display options for custom builds.

74.
DW2 cannot be played at an acceptable framerate with 2000star 10 size galaxy. The speed of the game, the same problem as DWU, in late game, becomes unplayable. I recommend to temporarily remove 2000 star size 10 as a player selectable option, as it appears the game is not optimized to run at this size yet.

75.
TOM12 has Distant Worlds 2 20 Mar @ 5:45am
I ma missing on ship design ability to filter to all latest technology nodes
and also missing filter or indication on laser/plasma/ion/etc based weapons

76.
AlienGeek has Distant Worlds 2 20 Mar @ 5:48am
Add a filter to exclude asteroids from mining locations

77.
Varien has Distant Worlds 2 20 hours ago
Add a sub menu on ship design for weapons based by type. (Scroll down of a scroll down) It personally strains my eyes mid-late game and have issues finding what I want. Or have the different weapon types color coded differently.

78.
Cosmik Debris has Distant Worlds 2 15 hours ago
I'd like the "Prepare and Attack" function from the first game to come back.

79.
1.0.2.4 build patch indicated fix for carrier fighters not docking preventing carriers from jumping (including for hive carriers). This issue still persists. After each jump, hive carriers launch 4 fighters even though there is no combat at their destination. Proceed to then fly towards next jump target, making fighters trail behind them - thus preventing jumping. This issue appears to resolve its self if player zooms into the carrier each jump, which prompts the game to properly dock the fighters and allow the carrier to jump. The game is not processing docking fighters properly when zoomed out on map. Carriers should also not be launching any fighters at all unless there is combat, or ordered to do it manually.

80.
Retrofit button does not become clickable once research completed and new ship design upgraded. Must deselect the ship and reselect for the retrofit button to be clickable. This also applies to building colony ships button when lacking funds. Must deselect construction yard after enough credits saved to buy the ship for the button to become clickable. Keeping construction yard selected the button to build will not become clickable.

81.
Sol system planets are not colonizable, despite being well within normal colonization range. I suspect this is due to the field surrounding the system causing warp speed to be slow. This is effectively making the system uncolonizable completely unless colonization range is increased to account for the slow field around the system.

82.
Spazzledorf has Distant Worlds 2 55 minutes ago
I tend to manually research things in the same order. Being able to customize my own research path into a template would be nice.

83.
Spazzledorf has Distant Worlds 2 55 minutes ago
Also/Or, a way to bypass the confirmation of paying for research.

84. Escorts following stationary ships will constantly move around instead of staying stationary (wasting fuel). This may be due to having salvagable ships in between the escort ship and its target.

85. Fleets ordered to a location to refuel and repair, when planet, try to form a circle of ships, but due to planet object proximity, it prevents them from forming a circle. The ships then constantly jocky for position (wasting fuel) trying to form the circle. This occurs away from celestial bodies as well, when fleet ship count is very high (the ships themselves will interfere with positioning, the game seems to want to keep a certain minimum distance from other objects, causing this fuel waste).

86. Straggler fleet members out of fuel, but in fleet with nearby refuel tankers. The tankers keep trying to jump to the out of fuel ship, while the out of fuel ship keeps trying to jump to fleets (manual) order to refuel/repair at planet. Have to spam stop button on it for it to be able to get fueled up by the tanker, somewhat defeating the point and purpose for tankers to exist.

87. Malthus has Distant Worlds 2 4 hours ago I'd like to be able to save my specific policy settings in a template as I was able to do in the first game.

88. Hanekem has Distant Worlds 2 27 Mar @ 9:59pm
Two things:
Consider re adding the map grid, colony range is very hard to estimate without it (honestly the unit of distance is mostly meaningless at a glance)

89. Re add the possibility of renaming your nation. I like due to rp reasons to start with a planetary name (assuming prewarp start) and being able to rename as the game advances sounds better than to claim a grand pretentious name... when you are a one planet nation

90. Malthus has Distant Worlds 2 27 Mar @ 10:16pm
The game could use various map overlays for ranges - be it colonization range, fleet action ranges and so on.

91. brasidas2000 has Distant Worlds 2 28 Mar @ 1:03am
I would like to suggest that letting players manually tag scrap from battles should keep it visible for a longer period of time before it becomes unrecoverable. Maybe make a technology a pre-req to do so?

92. cyclopsslayer has Distant Worlds 2 31 Mar @ 8:24am
And a new colony template, build XX, YY, ZZ, The Auto AI is far too stupid to be left on its own

93. Cazadore has Distant Worlds 2 31 Mar @ 9:08pm
something small i just realized:
civilan cargo/freighters and miners ships should show in their tooltipscreen when selected how much free cargo space they have, and how much they can hold total, besides how much of a ressource they currenty carry.
and more like a bugfix request/suggestion:
inside the design screen, when you filter for "latest available tech" some species specific techs wont be shown. eg: haakonish have those large density fuel cells. i have both those researched and the lvl2 standard fuel cell from the gamestart. the design screen only shows me the standard fuel cell when i filter for "latest available tech"


94. Re: Current compiled change request (from Steam Discussions) for DW2 from MARCH 11 2022 onwards
Post by alexman91 » Sun Mar 27, 2022 2:37 pm
i wish i had an option to distribute ground troops automatically just select some from the best requiting world and dispatch to other colonies via civilian sector.
or in menu of planet buy recruits from the best worlds and build them up overtime on the colony. currently its a lot of micro manual hassle to get troops around. and i dont wanna recruit locally those joke 60def while i can have a 140 def clone for same price
Last edited by Miyuki on Sat Apr 23, 2022 12:03 am, edited 14 times in total.
Miyuki
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Re: Current compiled change request (from Steam Discussions) for DW2 from MARCH 11 2022 onwards

Post by Miyuki »

added 30, 31.
Miyuki
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Re: Current compiled change request (from Steam Discussions) for DW2 from MARCH 11 2022 onwards

Post by Miyuki »

added 32, 33.
Miyuki
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Re: Current compiled change request (from Steam Discussions) for DW2 from MARCH 11 2022 onwards

Post by Miyuki »

added 34 to 37
Miyuki
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Re: Current compiled change request (from Steam Discussions) for DW2 from MARCH 11 2022 onwards

Post by Miyuki »

added 38 to 54.
Miyuki
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Re: Current compiled change request (from Steam Discussions) for DW2 from MARCH 11 2022 onwards

Post by Miyuki »

Added 55 - 59.
KeCzajkowski
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Re: Current compiled change request (from Steam Discussions) for DW2 from MARCH 11 2022 onwards

Post by KeCzajkowski »

Thank you for making this.
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Miletkir
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Re: Current compiled change request (from Steam Discussions) for DW2 from MARCH 11 2022 onwards

Post by Miletkir »

Very good list.

Tempted to add my own, but I'll come back to that...
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Miyuki
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Re: Current compiled change request (from Steam Discussions) for DW2 from MARCH 11 2022 onwards

Post by Miyuki »

Miletkir wrote: Thu Mar 17, 2022 4:59 am Very good list.

Tempted to add my own, but I'll come back to that...
The more the merrier (and more refined the game can get).

Added 60-62.
Miyuki
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Re: Current compiled change request (from Steam Discussions) for DW2 from MARCH 11 2022 onwards

Post by Miyuki »

Added 63-71.
Miyuki
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Re: Current compiled change request (from Steam Discussions) for DW2 from MARCH 11 2022 onwards

Post by Miyuki »

added 72, 73.
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Re: Current compiled change request (from Steam Discussions) for DW2 from MARCH 11 2022 onwards

Post by Miyuki »

added 74-78.
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Re: Current compiled change request (from Steam Discussions) for DW2 from MARCH 11 2022 onwards

Post by Miyuki »

No confirmation of developers ack this list, so i will stop maintaining it.
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Re: Current compiled change request (from Steam Discussions) for DW2 from MARCH 11 2022 onwards

Post by Miyuki »

MIYUKI has Distant Worlds 2 5 minutes ago
Originally posted by ERutins:
Originally posted by MIYUKI:

it was concurrently being updated on matrix forums. the URL is at the top of post 1.

no response there either.

We're aware of this thread, but our focus for now remains on the most critical issues preventing any gameplay on some systems. When we are able to focus more on gameplay issues, we'll be going through and looking at the items in this list.

Thank you for confirming.

Ill collect some more and add it for when things settle down.

-----

Updated 79.
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Re: Current compiled change request (from Steam Discussions) for DW2 from MARCH 11 2022 onwards

Post by Miyuki »

added 80, 81.

No luv for the sol system and dem juicy 80 quality hunam planets ;(
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Re: Current compiled change request (from Steam Discussions) for DW2 from MARCH 11 2022 onwards

Post by Miyuki »

added 82 and 83
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Re: Current compiled change request (from Steam Discussions) for DW2 from MARCH 11 2022 onwards

Post by Miyuki »

added 84 - 87
alexman91
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Re: Current compiled change request (from Steam Discussions) for DW2 from MARCH 11 2022 onwards

Post by alexman91 »

i wish i had an option to distribute ground troops automatically just select some from the best requiting world and dispatch to other colonies via civilian sector.
or in menu of planet buy recruits from the best worlds and build them up overtime on the colony. currently its a lot of micro manual hassle to get troops around. and i dont wanna recruit locally those joke 60def while i can have a 140 def clone for same price
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Re: Current compiled change request (from Steam Discussions) for DW2 from MARCH 11 2022 onwards

Post by rxnnxs »

I also made a list for my own and included yours in my links to make sure nothing is forgotten.
I think it is hard to maintain this BUT THE BEST TRY and writing somewhere in the forum some detailed wish is for sure not getting the right attention.
Thank you for your time and keep it up to date.
Who knows when the developers will look into it.
You can see how their priority looks like at the well known thread:
Roadmap

And below is the other useful wishlist. One of the first best is:
Galaxy227 wrote: Thu Mar 10, 2022 4:49 pm INDIVIDUAL SHIP QUEUES!
I mean, DW:U was able to do it, somehow clunky but was and is still..!
Hehe! As a side note to this my idea (ahem, not really, I guess Chris Taylor is one of the first.. :-)):
Queuing Ships with SHIFT Button - What about it?
Here the thread:
Suggestion Thread

Now I got to go, playing Polaris Sector. A game that runs just awesome. Has its flaws but.. well.. Never touch a running system or lets say:
Never make a sequel totally different from the original, it will fail.
AND: keep all in it, that it had already.
We all know dozens of bad examples. Should I start? Better not!
Miyuki
Posts: 40
Joined: Mon Dec 24, 2012 12:31 am

Re: Current compiled change request (from Steam Discussions) for DW2 from MARCH 11 2022 onwards

Post by Miyuki »

Added 88 to 94
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