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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starmonkey
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RE: Use ESC to close Submenues

Post by starmonkey »

ORIGINAL: Keldun

The recent change adding the option to block tech trading between empire is great.

But I would love to go one step further and add an additional option that disable all tech transfer between empires/pirates like tech stealing, I play games with very slow tech research and tech stealing just feels like a big cheat when an empire take years to research a tech and a single experienced spy can steal that tech in a month.

This. Escape should always close an overlay. Pressing escape on the main screen opens the game menu.
aaatoysandmore
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RE: Use ESC to close Submenues

Post by aaatoysandmore »

I'd like to add my 2cents.

1. Blind tech tree (optional: Let me pick a catagory but not a specific tech or let the computer pick like it does for the ai or randomly)(this was a wonderful option in Sid Meier's Alpha Centauri)

2. option to remove agents and ability to spy (this is just an exploit of the ai and nothing more).

3. option to remove player diplomacy and just let the ai initiate it only.
clone61279
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RE: Master Wishlist Thread

Post by clone61279 »

Must have cloaking devices! Stealth is ok, cloak is moar bedder!
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omen
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RE: Master Wishlist Thread

Post by omen »

I think that you should set a limit of capacity for the ships, it is a little strange that the frigate has the same size as a cruiser or destroyer. Maybe I've missed something in the settings of ship design :)
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Hellfirejet
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RE: Master Wishlist Thread

Post by Hellfirejet »

I don't know if this has been said before, and apologies if someone already suggested this... but I have a query regarding ship type names! The name Capital ship in naval terms, equates too Carriers, Battleships, Battlecruisers & maybe Cruisers. There are Carriers & Cruisers in game, why not Battleships & Battlecruisers ?

Also the ship type Escort, Escort is not really a ship type, its a mission! A better name I would suggest should be Corvette, Sloop or Cutter![;)]

Plus in the ship design screen, how can you select all the different Family designs, I would have thought, that you should only be able to, build ship design images, that are race specific only to the race you are currently playing.[&:]
Make it so!
Mastik
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Joined: Sat Jul 07, 2012 11:41 pm

RE: Master Wishlist Thread

Post by Mastik »

I like the blind tech tree idea.

I would like to have a few random techs be unavailable during a game. toggle it as an option. In combination with a blind tech tree, you would potentially hit a dead end in a tech line.
DWA86
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Joined: Sun Dec 22, 2013 12:09 pm

RE: Use ESC to close Submenues

Post by DWA86 »

I would Like to be able to order the construction of a ship directly to a fleet. If there were a build option in the fleet menu it would be perfect think the latter total war seris games where the your build troops from the army menu. Its a pain to try to keep up replacing losses if im trying to manually control my fleets. Would be even better if you could make it auto maintain said composition for example you open fleet menu 1st Fleet has 4 destroyers in it, you order 4 more destroyers. they are build and assigned and show up for duty when completed now you have 8 in your fleet. An additional check box option could be to maintain strength ie auto build replacements so that 1st fleet always has the 8 destroyers I assigned Its a pain keeping the smaller fleets especially up to strenght.

A privateer stance would be nice. Basically I can assign a fleet to mimic pirate actions more so than they do now. Or on an even better not a menu that sets priority for targets ie installations commerce, enemy fleets ect

As I understand the ship classes escort, frigate ect they are more roles than the ships themselves. I imagine they have coded behavior ie you could make an identical ship 1000 size assign it as an escort and the ai will use it as such. assign it as a capitol ship and the same will happen. This is really cool I love this feature reminds me of how most naval classes got their names in history battleships were ships of the line of battle frigate built ships were ships built for speed and cruisers were ships sent on a mission to cruise believe it or not. this evolved into the somewhat preconceived notions of fixed ship classes and sizes in real life which I see in the forums which is most interesting. Its not really what it looks like or what you call it its what its used for.

Enough rambling here's my idea to expand on that make a class designer, you'd still have the current classes but add the ability to create new user defined ones maybe I want to make a capital ship sized capital ship gunned ship with less armor and more speed to be a Battle cruiser (like in real life). These would have a separate upgrade path so im not having to be careful I don't accidently upgrade it into my battleships I have for my main fleet. Then have a series of check boxes to determine how the ai uses it what fleets it puts it in ect. A heavy carrier for fleets a light carrier for strike forces ect.

More control over how the ai composes fleets. Tell it strike forces will have x amount of y ships and the same with fleets, then add the ability to create new fleet types and determine their behavior ie commerce raider group ect.

Q ships and ships disguised as the enemy's merchants to infiltrate and attack their shipping

state sponsored piracy ie civilian ships you have no control over who conduct raiding of others merchants to bring back the resources to you. maybe you can request a resource or list of resources from them.

Hope some of this makes sense. Great game

PS

An intelligence menu where my people keep tabs on enemy ship designs their capabilities stuff like that. maybe a surveillance or Intel gathering mission for a dedicated low observable spy ship.
VorteeX
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RE: Use ESC to close Submenues

Post by VorteeX »

I wanna this, like in Space Empires 5. So you can still design fast or slow/armored frigate but you can't make Death Star Frigate like now :) So huls get they meaning.

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Bebop Cola
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RE: Use ESC to close Submenues

Post by Bebop Cola »

Currently, as I understand it, when a new empire forms from an independent world it checks the tech levels of its nearest neighbors and sets it to either the pre-warp or traditional tech levels depending on what its neighbors have.

I'd like an option in the new game setup to set new empires that form from independent worlds to always start pre-warp. Worlds that rebel from an established empire to form their own would be an exception, as they have access to the datanet of their parent empire prior to leaving it.
Sithuk
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RE: Use ESC to close Submenues

Post by Sithuk »

1. "Clear" buttons on the research screens to clear queued research.
2. "Clear" button on the ship build order screen to clear AI suggestions.
3. Enable mass selection of troops/characters to transfer to ship in orbit in the planet troop tab.
4. Automatic accept or reject option for pirate offers:
a. Accept pirate protection: Always Accept / Always reject / Ask me
b. Accept pirate location offers: Always Accept / Always reject / Ask me
c. Accept pirate tech offers: Always Accept / Always reject / Ask me
Bebop Cola
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RE: Use ESC to close Submenues

Post by Bebop Cola »

1. The AI needs to improve on its planetary invasion assessment. I repeatedly see empires(not pirates) land insufficient troops to take over a world. The occasional miscalculation is fine, but it should at least be somewhat close. What I see fairly commonly is a fleet or individual ship drop a mere handful of troops on planets that have dozens of defending troops. All this does is train the garrisoned troops present on that world, making future invasions even more difficult. I think the AI needs to have(or improve) the ability to determine if an individual ship or fleet has sufficient troops in-system to successfully invade a planet and, if not, to refrain from dropping troops at all(maybe blockading it instead while it waits for more troop carriers to arrive).

2. I'd like to have the ability to land troops to help defend allied worlds, or help assault worlds being invaded by my allies. I think this functionality would require a bit more granular assessment of troops on a planet.
  • Assaults would need to recognize attackers, defenders, and the allied troops of each side.
  • Outside of combat, planets would need to be able to recognize domestic troops and foreign troops, with foreign troops incurring a pretty severe diplomatic penalty unless the proper diplomatic flags have been set to allow them. Some level of discontent even then would likely be appropriate, especially among the population of the planet in question(extralegal armed forces and whatnot).
  • Troops from multiple empires, who may be allied with the planet owner yet at war with each other, should be under a truce while present. However, for the duration they should cause planetary population unhappiness to represent disruptions caused by low level infighting.
  • The first empire who assaults the planet gets the planet if the assault is successful, not the empire with the most troops engaged. If you're assisting an ally in their battle, you don't take the prize just because you commit more troops. You're helping them to achieve their goal.
3. I would like some limited ability for standard empires to engage in certain pirate empire behaviors. Pirate empires should have advantages associated with their "way of life," but standard empires should be able to engage in similar behaviors even if they're not as good at it.
  • A standard empire with surplus military resources should be able to devote those to mercenary missions.
  • Smuggling is a bit different in that the private sector of a standard empire should occasionally "go rogue" and participate in smuggling missions if corruption is particularly high.
  • Just as Pirate empires can become something similar to a standard empire by taking over a planet, there should be a chance that a standard empire can become a pirate empire if they lose their last planet. Empires who retain military forces and one or more constructor ships should have a chance to exist even if their last planet is lost. Some percentage of their remaining forces will surrender to the conquering empire, but the rest will continue on as a space-based empire until they can capture or colonize a new planet, or are wiped out like a pirate(all construction and supply ships destroyed). Chances to continue to exist would be increased for each construction and supply ship they have, as well as any troop carriers that still have troops on board.
  • A standard empire that becomes space-based does not gain the pirate ability to build hidden pirate bases or criminal networks. They have to work with what they have left.
4. I would like to be able to loan ships(and maybe troops) to other empires.
  • Ships would fall under the control of the AI. Breaking them down for tech advances would be disabled, but they could gain a research bonus similar to the one gained from repairing derelict ships while in control of high-tech foreign vessels.
  • Foreign empire would pay the maintenance costs, but could return the ships at any time.
  • Agreements to loan ships would made for fixed amounts of time, but would not be returned immediately upon expiration. Rather, there should be a diplomatic option to recall those ships. The time limit is there to determine the diplomatic penalty, if any, of recalling them early. The more time remaining in the "contract," the greater the penalty. Allowing the foreign empire to retain the ships longer than the contract period would produce a diplomatic bonus.
terololo
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Joined: Fri Dec 20, 2013 3:26 am

RE: Use ESC to close Submenues

Post by terololo »

I don't know if this have been mentioned before but:

>Make different Colonization Tech Tree(maybe for DW 2) for every native planet types, for now it's kinda unfair that Volcano Dwellers have easier time to Terraform Earth, while Earthlings must struggle more to colonize Volcanoes, for me their effort should be equal.

>...or maybe make a different Tech Trees for every race altogether and the ability to mod your own tech trees(just like GalCiv2: ToA, i understand tho it's a pain to balance 20-something tech trees)
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Franky007
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RE: Use ESC to close Submenues

Post by Franky007 »

I find the game setting: Colony prevalence at normal to be too much, and at scattered to be too low.
Could we have a setting in between, or rescale all the settings lower.
(Is there anyone that play with this setting at higher than normal anyway ?).
gigan
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RE: Use ESC to close Submenues

Post by gigan »

I would like to see the editor updated in the next expansion. Can't edit pirate empires and It would be nice to have a character editor as well.

I've been setting up "Dune" games and it would be nice to generate characters for the enemy houses.
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Deathball
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RE: Use ESC to close Submenues

Post by Deathball »

An analogue to shipnames.txt called planets.txt where you could fill in a bunch of names that would be randomly assigned to planets.
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SVWGiant
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RE: Master Wishlist Thread

Post by SVWGiant »

My main whishes are these:

- changable start Date between 2050 and 2200 AD
- smaller start popoulation, less than a billion people (or changable)
- smaller colony ships (30 mill. -> 3 mill.)
- playtime more than 99 years
- longer construktion time for ships an bases
- a start option: Start in original Sol system with all 8 planets
Zarkis
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RE: Master Wishlist Thread

Post by Zarkis »

Some wishes:

1. Please make it that stealing research missions automatically continue until a resarch item is stolen/researched. Having to do it manually each time can become quite annoying.

2. Let the costs of a ship rise exponentially with the size of the ship and add a visible size/cost factor to the design screen. That would make smaller ship designs valid. Currently there is no reason to have anything else then the biggest available size.

3. Make population growth more dependent on other factors like resources.
Sithuk
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RE: Master Wishlist Thread

Post by Sithuk »

Building a starport at each colony is inefficient as resources are spread too thinly. A starbase design can achieve the same goals of colony defence, and planet bonuses.

The policy files only contain options to build a small, medium, and large starport. Please add a drop down menu from which the player can select a design to be built at each of the three population trigger thresholds.

See the following thread for a discussion of the trade distribution/starport issue.
tm.asp?m=3428164&mpage=1&key=
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CyclopsSlayer
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RE: Master Wishlist Thread

Post by CyclopsSlayer »

ORIGINAL: Sithuk

Building a starport at each colony is inefficient as resources are spread too thinly. A starbase design can achieve the same goals of colony defence, and planet bonuses.

The policy files only contain options to build a small, medium, and large starport. Please add a drop down menu from which the player can select a design to be built at each of the three population trigger thresholds.

See the following thread for a discussion of the trade distribution/starport issue.
tm.asp?m=3428164&mpage=1&key=
Not so. Look in the Empire policies and you can set it to automatically build any base design. I set it to automatically start a custom designed Star Base: Outpost. Look under the build when colonized section.
Sithuk
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RE: Master Wishlist Thread

Post by Sithuk »

Hi Cyclops, thank you for the response. I am aware that the policy files include the option to select a design of starbase/starport to build above a planet when it is colonised. It was that functionality that I was hoping to have transferred to the construction policy section that is currently for starports only.

The reason is that if a starting colony has a starbase set to be built on colonisation, and it is subsequently destroyed, then it will not be rebuilt automatically. When the population reaches one of the player defined thresholds then the relevant starport will be built (or not if there is another starport within the specified distance in the policy files).

If you capture a planet then the same is true.

As far as I am aware there is no way to automate the construction of a starbase based on population levels. That's why I would like the drop down menu to select a design for current population triggers. The design is currently hard coded to be for the latest buildable small, medium, or large starport.

[If anyone is confused by the above, the key point is the distinction between starbase and starport]

ORIGINAL: CyclopsSlayer
ORIGINAL: Sithuk

Building a starport at each colony is inefficient as resources are spread too thinly. A starbase design can achieve the same goals of colony defence, and planet bonuses.

The policy files only contain options to build a small, medium, and large starport. Please add a drop down menu from which the player can select a design to be built at each of the three population trigger thresholds.

See the following thread for a discussion of the trade distribution/starport issue.
tm.asp?m=3428164&mpage=1&key=
Not so. Look in the Empire policies and you can set it to automatically build any base design. I set it to automatically start a custom designed Star Base: Outpost. Look under the build when colonized section.
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