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RE: Man I am hating THESE EVENTS

Posted: Sat Jun 21, 2014 9:05 pm
by thefinn12345
"Real" Documentation.

That would be awesome.

Like, does losing battlebots hit me just as hard as normal infantry for war weariness ?

What do multiple medical or recretation modules give me exactly ?

Arg. resetting my list to some default

Posted: Sun Jun 22, 2014 8:36 pm
by vmxa_slith
I am sure this is a oft repeated complaint, I sort a list and come back and it is back to some default. Please retain whatever was used last. The one I get the most frustrated by is the list for ships. I rarely care to see the private stuff or the state bases. I select military ships and when I come back I get everything again.

RE: Man I am hating THESE EVENTS

Posted: Mon Jun 23, 2014 12:50 pm
by gerishnakov
I'd like the ability to set more than one special government for a race, i.e. through a comma separated-list of special government IDs.

RE: Man I am hating THESE EVENTS

Posted: Mon Jun 23, 2014 3:29 pm
by deathnoise
Just increase the limit of facilities, races, (among other things), so modders would've an option to add more content.

And please - move the UI event handling routine and the ingame event check routine to separate threads.

RE: Master Wishlist Thread

Posted: Thu Jun 26, 2014 4:25 pm
by Yarasala
Take deployed resupply ships out of the list of available ships so that clicking through the list of ships and fleets without mission is easier to do.

RE: Master Wishlist Thread

Posted: Sat Jun 28, 2014 6:03 am
by Yarasala
- Introduce a "wait at position x" order for fleets so that I don't have to give a "patrol" order that costs fuel and the fleets are still out of the list of ships and fleets without mission.

- Give troops that are not fully recruited yet an orange background or so so that they are easier to recognize in the planet screen.

RE: Master Wishlist Thread

Posted: Sat Jun 28, 2014 9:32 am
by Zaihur
In the Potential Mining Location quick menu (on the left) add more filter options (like "In our system" , "By Distance", "Pirate Base system", "Galactic Storm" ecc...). Now there is only Including/Excluding asteroids. It would be useful in the "Exansion Planner" too.

RE: Master Wishlist Thread

Posted: Sat Jun 28, 2014 11:32 am
by Yarasala
Add an option to every message type to automatically pause the game when an event of that type occurs.

RE: Master Wishlist Thread

Posted: Mon Jun 30, 2014 4:24 pm
by Yarasala
Mark systems with space monsters on the map (e. g. like refuelling points). Add a button to the button list on the left to show systems with space monsters.

RE: Master Wishlist Thread

Posted: Wed Jul 02, 2014 8:33 am
by xepooqu80
I'd like more options at my disposal regarding fleets & war/defense

In kind of random order
- Another map overlay that allows the player to give priority to systems/areas for defense/attack -> AI will prioritize defense/attack according to that
Nothing more annoying that seeing in the middle of the war a large fleet going patroling a far away system completely out of the combat area OR see strike force after strike force suicide 4 ship at a time in the enemy HW, which leads me to
- Ability to mark system to AVOID (= no ships should go there), it would be awesome if you could go one step further and say
Avoid Everyone
Avoid for ship not in fleet (but then fleet can still go there.. useful for raid enemy colonies)
Avoid for ship not in fleet + strikeforce (useful to keep only big fleets there = HW)
- Option for the default defense stance for fleet.. which i now see as neary systems and would like to move to sectors pretty often




RE: Master Wishlist Thread

Posted: Wed Jul 02, 2014 2:07 pm
by solops
A png file dedicated to orbital forts so we do not have to use medium starbase graphics without manual changing it in-game.

RE: Master Wishlist Thread

Posted: Wed Jul 02, 2014 3:30 pm
by Yarasala
When explorers are given the order to explore a sector and then are attacked by space monsters or pirates, take the system in question out of the list of systems to explore or at least put it to the end of it. I observe quite often that explorers on auto endlessly explore a system, are attacked, escape, and go straight back to the same system only to be attacked again and so on.
Likewise cancel the build order of constructors if they are attacked, otherwise we see the same endless loop.

RE: Master Wishlist Thread

Posted: Thu Jul 03, 2014 11:21 pm
by ciadude2
It would be really cool if we had a "clear" button for the build order menu.

I play with retrofitting automated which only seems to work when suggestions for what ships to build are turned on, but I like to design my own fleets.

On the topic of fleets, it'd be cool if you could set each fleet to have a certain number of each type of ship, and add a button to produce the ships that are missing/destroyed at the fleet menu.

Would save a loooooot of micromanaging :)

RE: Master Wishlist Thread

Posted: Sat Jul 05, 2014 12:23 am
by sorrowinrain
I'd like to add an option to make alliance with pirates (Just like DW Legend). To form alliance with them you must have good relationship (30-40) and let them build base on your colonies (Not criminal network of course). In exchange they will act like mercenary that auto protect your empire and attack your enemy. That will be nice [:D]

And the advisor suggest attack pirates bases and spaceports with just a little troop and ship, that's odd [&:]

RE: Master Wishlist Thread

Posted: Mon Jul 07, 2014 1:57 pm
by Yarasala
Add to Expansion planner a column with "distance from selected ship" (colony or constructor). Right now you see only the distance from home world, so that you need to click a lot to find the next spot for a mine (or the next planet to colonize) referred to the selected ship.

Edit: or is it distance from nearest colony that is shown right now?

RE: Master Wishlist Thread

Posted: Tue Jul 08, 2014 3:32 pm
by Yarasala
Make it possible for certain advisor messages to flag them as undesired or unnecessary so that they are not shown again (e. g. let pirates attack a certain space port or send an intelligence agent on a certain steal research misson).
I assume that currently advisory messages are generated dynamically by assessing the current situation at certain intervals so that it would be difficult to flag a specific message as such. But the game could gather the properties of messages and put those in an internal list to check against before issuing messages. For the two examples above that would be:
- action = pirate attack, location = space port name -> suppress all further messages with those two properties
- action = send intelligence agent, mission type = steal research, target = target empire -> suppress all further messages with those three properties
We would then also need a possibility to clear those "black lists".

Another option would be to set up a further settings screen where you could generally inhibit certain advises, perhaps not as fine grained as above system, but something like:
- select action, select target empire to inhibit messages (e. g. no pirate attack missions against empire X, no intelligence missions against empire Y)
- show the list of all inhibited message types, each with a button to delete the entry in question

And no, just turn off advisor messages as a whole is not what I want, I want advice, but not always the same, as it sometimes happens now.

RE: Master Wishlist Thread

Posted: Wed Jul 09, 2014 12:38 pm
by elvendeathknight
Customized characters with a random (?) appearance order should not spawn at the beginning of the game (as if they were randomly assigned the value 0).

This behavior advantages the races that have more customized characters than others.

RE: Master Wishlist Thread

Posted: Thu Jul 10, 2014 5:20 pm
by Yarasala
- Add a new automation feature: set tax rate so that a certain tax compliance level is ensured.

- Mark colonies with max pop in Colonies screen.

- Add a column that shows the current tax compliance level in Colonies screen.

- Add a column that shows the current happiness level as a number in Colonies screen.

RE: Master Wishlist Thread

Posted: Sun Jul 13, 2014 4:01 pm
by Yarasala
When storyline is active and you don't follow "navigational directions" immediately, then nearly every further investigation of monuments produces the same navigational directions again. That is boring and not logical, I want to be rewarded for exploring monuments (apart from the luckily not so numerous bad events) and that just doesn't happen in such a case.

Btw, what happens when you do explore all monuments without ever following those navigational directions?

And: are monument exploring messages and images moddable?

RE: Master Wishlist Thread

Posted: Mon Jul 14, 2014 10:06 am
by Blackstork
Hello.
DW:U is awesome game but original version lacks some immersion related to Races - there could be more of it , and alot .

Choosing certain race should have option to influence UI selection, soundtrack selection, as it influences your ship designs.

UI and Soundtrack are both omnipresent things, which actually build the "feel" of race you play.

Example of it here, in my mod thread: tm.asp?m=3651979

The problem there no ability to mod it, because current mechanics disallow to create race-specific UIs/Soundtracks.

Please add it as modding feature.

Here is proposal how to do it easy, file-structure wise:

1. Race specific UI is simple.
Add to race file variable racSpecificUI.
if raceSpecificUI = 0, then it will use default ui from installed theme or vannila game ui in ui/chrome directory (same as it works now)
if raceSpecificUI = 1,2,3 etc then it will check for folder ...ui/chrome/ui-01, ...ui/chrome/ui-02 etc - same way as it works for ship art currently

2. For soundtrack its bit more complex but also manageable.
Same thing, in race file variable raceSoundtrack = 0 then it will play all files from music folder of active theme.
if raceSoundtrack = 1 and more it will find text file soundtrack1, soundtrack2 in sounds/soundtracks folder. Each file will have exact names of files which are assigned to current soundtrack. Game will pick random string, find file in sounds/music folder , and play it.

3. Sound effects could be altered same way as UI.

For now, for example, with my mod, its impossible to create different soundtracks, and must replace folders + delete older race/version music folder manually in order to play other race with customised race-specific ui/music.

Thanks alot in advance.