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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LordGreen
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RE: Master Wishlist Thread

Post by LordGreen »

No, I have triple checked and there is no option to turn off those messages as of v1.5.0.4
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Data
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RE: Master Wishlist Thread

Post by Data »

but there was beofre 1.5.0.4? I'm asking because I'm away from the game and cannot check right now
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Igard
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RE: Master Wishlist Thread

Post by Igard »

No, there's no option to de-select facility pop-ups. Strange that, It's one of those things that you know you're going to get alot of after you research a new facility. On automated the AI will start to build them and then you get dozens of pop-ups at a time.
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LordGreen
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RE: Master Wishlist Thread

Post by LordGreen »

No, that has never been an option. The ability to build facilities on planets was added in RotS. I believe that its just an oversight, but worth mentioning for inclusion in an upcoming patch.
Raap
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RE: Master Wishlist Thread

Post by Raap »

Not sure if this has been suggested before, but I'd really love to see a "Nomad"-type species. That is, someone who doesn't create colonies, but lives only on space stations or very large 'motherships'. I think this would fit very well in this game where you have (gas-)mining ships and bases and whatnot.
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Data
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RE: Master Wishlist Thread

Post by Data »

+1
maybe have the same idea from Niven's Ringwrold series where the trading Outsiders followed stelar baits everywhere (from the core to the outer rim and back for example)
we could even control the stelar baits, maybe, like the Puppeteers did in the novel
...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....
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HectorOfTroy
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RE: Master Wishlist Thread

Post by HectorOfTroy »

Fleet formations please.
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hal9000
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RE: Master Wishlist Thread

Post by hal9000 »

It would be nice if the colonization techs would let you choose which new planet type you're able to colonize, so that you can pick the one that fits best for your situation
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Shark7
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RE: Master Wishlist Thread

Post by Shark7 »

Speaking of colonizing, I'd like a switch that would prevent planets of less than 50% quality from showing up in the expansion planner...that way I don't even have to look at planets I won't consider colonizing.
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Wreck
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RE: Master Wishlist Thread

Post by Wreck »

I'd like to see the game get much more fleet oriented, for military ships.  Every military ship should be part of some fleet.  Each system should have its own fleet, the "XXX defense fleet".  When a ship is constructed in a system, it is placed into the local defense fleet.  You could also create local defense fleets for unowned systems.

Local defense fleets can move out of their system, but if they do, the game just renames them to "fleet #N" as needed.  Then the name can be reused if/when new ships are built there.

Transferring ships between fleets should be much easier for the player.  Create a new UI for this, which looks something like two "fleets" displays side by side.  The fleet shown on the left and right can be set via an option menu, to any fleet (except for that shown on the other side).  One ship is always selected in both fleets, except when one is empty.  The player can select a ship by clicking.  The selected ship (on either side) may be transferred between fleets by left/right buttons, as is done with components when designing ships.  When a ship is transferred, some other ship on its side is automatically selected.  (This should not be the flagship unless it is the only ship left.)  When a flagship is transferred, some other ship becomes the flagship.  Thus entire fleets can be shuffled quickly.  After being reshuffled, the out-of-place ships in a fleet should move to unify the fleet.

One more thing about fleets that is orthogonal to the above changes, but which bugs me.  They are stupid when sitting around.  Fleet should be proactive about keeping up their fuel levels, and optionally, about loading troops to their limit, and about upgrading themselves.  Basically, whenever a fleet is idle in a system where it can refuel/load troops/refit, it should. 
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Data
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RE: Master Wishlist Thread

Post by Data »

One more thing about fleets that is orthogonal to the above changes, but which bugs me. They are stupid when sitting around. Fleet should be proactive about keeping up their fuel levels, and optionally, about loading troops to their limit, and about upgrading themselves. Basically, whenever a fleet is idle in a system where it can refuel/load troops/refit, it should.

An option for this would be ideal but there are a few things to note here: even if they don't do it when they are idle we do have the prepare and attack option which does just that prior to attacking.
Also, the energy collectors can be put on ships to satisfy the static energy usage so that they don't lose fuel while idle in a star system.
...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....
Wreck
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RE: Master Wishlist Thread

Post by Wreck »

I know about prepare and attack... but it is a half-assed solution to the problem.  Depending on where the fleet is, it may take a very long time to prepare.  20 BBs may try to get their fuel at the nearest tiny fuel depot.  All fleets should keep themself in readiness... that's what you're paying all those AIdmirals for.  As for the energy usage, it's true you can prevent energy loss when the fleet is at rest, but not when it moves.  And it won't recharge itself (or maybe it will when it gets very low, not sure).  After a few pirates enter the system and your cruisers chase them off (crossing each time on hyperdrive), they'll lose fuel.  I don't want the threshold to refuel to be 20% or whatever -- I want it to be 90% if the fleet is ever idle.
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Data
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RE: Master Wishlist Thread

Post by Data »

you can set it to 90% if you want, there's an option for this but for individual ships and it affects all ships not just the fleets you're interested in
so yes, this aspect needs improvment
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Wreck
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Add Troop Allocation

Post by Wreck »

Here's my suggestion for making it much easier to manage troops and transports.

Add a new integer to each planet's state: "N troops are allocated for pickup".  The semantics would be: when an AS is ordered to pick up troops from a planet, it would allocate as many troops as it needed to fill up (or all, up to limit of currently-completed troops there).  This bumps the planet's allocation counter up by the #troops.  When a transport beams up troops, it deallocates them.  And if a transport is killed, or in any other way ceases to have its "pickup troops at XXX" order, it also deallocates them. 

Now add an order for fleets/ships with troops carrying capacity: "Get Full Troop Load".  The semantics of this are as follows.  Transport would immediate determine the closest planet with the most unallocated troops.  If within range of current fuel load, allocate troops there up to unfilled capacity, and set course for pickup.  If not within range, search more planets.  If no planet in range, set a "refuel" order.  After a transport with "Get Full Troop Load" picks up troops (or fuels up), it should check for being full of troops.  If full, it reverts to what DW currently does.  If not yet full, it re-runs the preceding algorithm.  Ideally, the transport should also top off its fuel any time it picks up; I am not sure if this currently happens.

In this manner, it should be very easy to manage fleets of transports.  When gathering for war, you just select the fleet and order "Get Full Troop Load".  Assuming the flagship is a non-transport (or full), it will sit still while all the transports zip off to various places to fill up.  They load up entirely automatically, including visiting as many planets are necessary to get that full load.  Then they regather at the flagship.  At war, more MM is needed, but it would still be very handy.

There are new messages that the player gets when he has ordered a "Get Full" and there is a lack of troops:
(a) a transport has searched and it has no one planet with enough unallocated troops to fill it up (i.e., it has space for 10 troops, but no planet has 10 unallocated troops on it).
(b) a transport has searched and the best planet has less than half its unfilled capacity.  (I.e., it will take at least three hops to fill it up).
(c) a transport has searched and it cannot find any unallocated troops at all

Finally, one more twist to the above is to add a UI to planets (and also a way for AIs) to allocate troops for a planet's defense.  For example, you might want to tell a planet "Always keep at least 4 armies here regardless of pickup orders".  The same allocation concept works here: you just set that planet's base allocation to the N ordered, instead of zero.
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gunnergoz
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RE: Add Troop Allocation

Post by gunnergoz »

I'd like for the AI to upgrade existing (non obsolete) designs, INCLUDING anything that I might have added, like long range scanner for instance, instead of just upgrading the previous (obsolete) AI design. This way, when I've researched new tech and the game asks if I wish to upgrade my fleet with it, the AI will add the new tech to the designs that I have created too.
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OverlordCW
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RE: Master Wishlist Thread

Post by OverlordCW »

Please add a new ship role "Carrier". Whenever I try to create a fighter carrier it overrides the other design as the latest design in that role (e.g. in the Capital Ship role).

And update to .NET Framework 4.0 for faster startup and reduced memory footprint.
Bingeling
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RE: Master Wishlist Thread

Post by Bingeling »

Ref: My AAR.

It is very fun to play with automated diplomacy. Unpredictability is added which makes things more difficult. However, I am not informed of diplomacy agreements initiated by my own nation. It is BAD to have to check the diplomacy before each attack to verify that I am still at war.

An alternative fix is an "are you sure" popup when you attack a neutral target. It would remedy some of the above. Doing both would not hurt much, I think, as I doubt many do enough back stabbing that this would be annoying.
Apheirox
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RE: Master Wishlist Thread

Post by Apheirox »

My request:

The ability to toggle on/off showing low quality planets in the expansion planner.
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Data
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RE: Master Wishlist Thread

Post by Data »

I believe in earlier versions of the vanilla DW they were not shown in the expansion planner; now we can see them but again we can't filter that info
...Igniting stellar cores....Recharging reactors...Recalibrating hyperdrives....
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Data
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RE: Master Wishlist Thread

Post by Data »

code the AI to retrofit it's military ships regularly, ideally adapting to enemy designs
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