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RE: MOO3 sitrep

Posted: Sat Apr 16, 2011 1:02 pm
by Shark7
ORIGINAL: cookie monster

I HATE the autosave![:@]

Could we have it so that it prompts for autosave?

Just as I'm about to add my super laser to my Death Star the game autosaves...

It's a beast on 1400 star galaxies and takes ages to save (5mins plus change), no matter if you have an SSD and 16GB's of RAM.

It reminds me of the Windows Update reminder which only went thru the desktop, it would shut down the computer for restart while you were in the middle of something.


typo

I love the autosave, so an option to set for a prompt or as it is would be agreeable. We asked for the autosave because before you could play 4 hours, forget to save, and crash losing everything....of course the crashes are mostly fixed now, but I still love having my autosave every 30 minutes.

RE: MOO3 sitrep

Posted: Sat Apr 16, 2011 1:43 pm
by jrhindo
Link here for anyone to grab ideas: tm.asp?m=2782956

RE: MOO3 sitrep

Posted: Fri Apr 22, 2011 4:45 am
by Data
Not sure if anyone else already requested this but please make the custom settings persistent across newer patches. Note that I'm requesting this to steal some of Shark's initial save games but I'm sure it can be usefull all around. [:)]

RE: MOO3 sitrep

Posted: Fri Apr 22, 2011 11:24 am
by Shark7
ORIGINAL: Data

Not sure if anyone else already requested this but please make the custom settings persistent across newer patches. Note that I'm requesting this to steal some of Shark's initial save games but I'm sure it can be usefull all around. [:)]

Or just a save file similar to the ship designs file that I can load when I get ready to start a new game.

Have a place to: 'Load saved preferences' that will load up ALL of the 'Start New Game' Screens (including the individual AI empire settings).

RE: MOO3 sitrep

Posted: Mon Apr 25, 2011 2:41 am
by Hetulik
I have a low habitability volcanic planet where i found zenobia fluid that i can't colonize yet. I've built large bases above it to mine and protect it.

I'm playing the game normally and then it is colonized by a neutral without any warning. I'm then told they're not trading my zenobia fluid with me because i have 2 other mining bases in 'their' system. (but i had 3 mining bases in this system originally until they colonized by zenobia planet.)

This situation just doesn't seem right. Theoretically my captain of my defensive bases and ships above the zenobia planet should tell me there's an enemy colony ship on the way. Or I should have an option to tell my defensive and mining bases to shoot enemy colony ships. I don't want to stare at the zenobia fluid planet all day to protect it from being colonized.

Thanks for your consideration,
Hetulik

Immigration Options

Posted: Fri May 06, 2011 4:02 pm
by Johnnycai
Hi,
One item to suggest, sorry if already mentioned in this uber-long thread.
Ability to limit or sponser immigration to planets - limit: 2choices; dont allow it, allow it but not beyond % of native (original) population. ie. original race doesnt want to become a minority in its homeworld. Sponser: setting to allow more state-sponsered, fee-based, to have target world become more populated.
Both these would address realistic political choices of an empire. Plus, you can keep certain types of races under control within your empire should they be undesireable or maintain their troop building potential for your armies.

Thanks for the consideration.


RE: MOO3 sitrep

Posted: Fri May 06, 2011 9:07 pm
by Shark7
ORIGINAL: Hetulik

I have a low habitability volcanic planet where i found zenobia fluid that i can't colonize yet. I've built large bases above it to mine and protect it.

I'm playing the game normally and then it is colonized by a neutral without any warning. I'm then told they're not trading my zenobia fluid with me because i have 2 other mining bases in 'their' system. (but i had 3 mining bases in this system originally until they colonized by zenobia planet.)

This situation just doesn't seem right. Theoretically my captain of my defensive bases and ships above the zenobia planet should tell me there's an enemy colony ship on the way. Or I should have an option to tell my defensive and mining bases to shoot enemy colony ships. I don't want to stare at the zenobia fluid planet all day to protect it from being colonized.

Thanks for your consideration,
Hetulik

Basically colony > mining station. Simple solution = take their colony. [;)]

RE: MOO3 sitrep

Posted: Sat May 07, 2011 4:07 am
by Data
Yes, that is one way to do it but Hetulik still has a valid point. I'd also like to see this feature in the game and not only for planets / colony ships but for a variety of targets.

RE: MOO3 sitrep

Posted: Sat May 07, 2011 12:54 pm
by Shark7
ORIGINAL: Data

Yes, that is one way to do it but Hetulik still has a valid point. I'd also like to see this feature in the game and not only for planets / colony ships but for a variety of targets.

I agree about an option to ALWAYS shoot non-allied colony ships, especially over uber rare resources.

But the warmonger in me will just go take what I want anyway. [;)]

RE: MOO3 sitrep

Posted: Sat May 21, 2011 8:13 am
by malisle
Some things I would like to see in next expansion are:
  • To be able to play as a pirate faction. Money gathered by bounty hunting could be spent on building ships, buying research or financing agents that steal technology from empire races. Another way to gather research would be to board ships and bases and reverse-engineer them. If boarding other ships becomes possible maybe research wouldn't need to be so important - pirates would simply take components from other races ships and transplant them inside their own ship designs. Whatever was destroyed in boarding process would be compensated with technology acquired the old-fashioned way. Boarding would also be a way to acquire resources from freighters and mining bases. Pirates shouldn't be able to colonize planets, but they should be able to launch an offensive against one to steal resources or collect bounty from another empire that needs someone to soften its defenses.
  • "Capital" star base that could serve as a capital (something like a Citadel from Mass Effect) If player looses all colonies and has a star base like this hidden somewhere in deep space/gas cloud/orbiting gas giant in some far away system he wouldn't lose the game. This kind of base would require special component costing a small fortune and have a great maintenance cost but it would be well worth it if it could be used as a staging ground for taking back a planet. Consider it a second chance if you will.

RE: MOO3 sitrep

Posted: Sat May 28, 2011 12:19 am
by x2yzh9
8x speed.

RE: MOO3 sitrep

Posted: Mon May 30, 2011 8:54 pm
by Pipewrench
lets create a game within a game,

trigger mini story lines that fire when specific actions are taken but will never fire if missed. Make these very hard to trigger and race specific so the replay value is increased.

when story lines are triggered a database is updated with the player saying that objective was completed.
keep the database vague forcing players to compete to unlock secrets that are within the game.

hold a contest every month with a update that drops in a secret puzzle/storyline to unlock?

we are all sc-fi nuts so why not create a quest within a game?


RE: MOO3 sitrep

Posted: Tue May 31, 2011 3:20 am
by Data
i'm all for that so I vote for it with both hands.

RE: MOO3 sitrep

Posted: Tue May 31, 2011 5:49 am
by Shuul
Please make a button "Disband fleet" that releases all ships from this fleet when you dont need it anymore, its very annoying to do this to every ship separate.

RE: MOO3 sitrep

Posted: Tue May 31, 2011 6:31 am
by Data
I haven't played in a while so I'm not sure but isn't such a button available in the fleet screen?
If not, selecting all the ships (either in space or in the ships and bases screen) and hitting the fleet -> no fleet option does not work?

Revisting the border system for visualization and functionality

Posted: Fri Jun 10, 2011 6:18 pm
by nammafia

Is this possible for Distant Worlds to have borders like in Distant Stars?  It really help with visualization part of the game.

http://www.spacesector.com/blog/wp-cont ... ar_map.jpg

RE: Revisting the border system for visualization and functionality

Posted: Sat Jun 18, 2011 4:25 am
by Facedrop
I certainly agree with Pipewrench's suggestion it would add allot more replay value to the game.
Maybe this should be added to the next poll?

RE: Revisting the border system for visualization and functionality

Posted: Sat Jun 18, 2011 5:27 am
by Data
There are several of us who want this (mostly SR2 diehards) but there are valid reasons for the other side as well since this is a 4x game and having this may complicate the gamepley. If designed properly I belive it would enhance it.
It certainly deserves a place in the next poll.

RE: Revisting the border system for visualization and functionality

Posted: Tue Jun 21, 2011 7:55 am
by malisle
Would it be possible to create our own component designs, just as we can create our own ships designs now?

I'm thinking something like this: you open component design window and select type of component you would like to create, torpedo weapon for example. Then series of sliders that allow you to manipulate range, damage loss over distance, component size, energy required to shoot, etc. show up. Their default position would be determined by your current tech level. Underneath the sliders would be a list of resources needed to construct the component , maintenance cost for component and similar.

If you wanted to increase damage your torpedo weapon deals you could do that by moving slider to the right with small price increase at the beginning, and then exponential growth of price the further you go. If you moved few sliders a small bit prices would grow fast. Again, current tech level would determine default prices, damages and other properties. Name of the weapon, component icon, torpedo graphic and other stuff should also be selectable.

That feature would satisfy modders and add a new dimension to DW gaming.

RE: Revisting the border system for visualization and functionality

Posted: Tue Jun 21, 2011 8:51 am
by Rising-Sun
ORIGINAL: malisle

Would it be possible to create our own component designs, just as we can create our own ships designs now?

I'm thinking something like this: you open component design window and select type of component you would like to create, torpedo weapon for example. Then series of sliders that allow you to manipulate range, damage loss over distance, component size, energy required to shoot, etc. show up. Their default position would be determined by your current tech level. Underneath the sliders would be a list of resources needed to construct the component , maintenance cost for component and similar.

If you wanted to increase damage your torpedo weapon deals you could do that by moving slider to the right with small price increase at the beginning, and then exponential growth of price the further you go. If you moved few sliders a small bit prices would grow fast. Again, current tech level would determine default prices, damages and other properties. Name of the weapon, component icon, torpedo graphic and other stuff should also be selectable.

That feature would satisfy modders and add a new dimension to DW gaming.

Yeah that would be great and alot of time usage, some do and some dont like it. Let having stock ships that already made. What i really want to see is where the weapon slots are facing, in this game they have 360 degrees and that is unrealistic. Also having light mounts, normal, heavy or even spinal mounts for different beams or projectiles. Least they have point defense :)