Master Wishlist Thread
RE: Master Wishlist Thread
I'd like to have the ability to automate construction ships to build things only in certain sectors of space and certain star systems. This will help with controlling empire expansion and defense.
nammafia
- Malevolence
- Posts: 1798
- Joined: Sat Apr 03, 2010 11:12 am
RE: Master Wishlist Thread
I suggest a change to the naming convention when generating the galaxy. As it stands now, a moon in the Vubus system could be named PS377. I recommend a consistent naming strategy when dealing with systems, stars, planets, and moons. This would allow players better situational awareness when looking at menus and screens where no specific location data is provided.
I note that since DW does not use binary, trinary, etc. star systems (yet) the system name and star name are currently the same. I think this could be improved so that future changes to DW can incorporate ships/fleets acting on the system as a whole. For instance, a "patrol Vubus" could mean that a ship/fleet is patrolling the entire system of Vubus and not just the star.
An example naming convention:
System Name: Sol
Star Name: Sol α
Planet in the third orbit around Sol α: Sol α 3
Moon in the first orbit around planet 3: Sol α 3-A
This could be changed to make text more compact obviously, but you get the idea. If you don't plan on multi-star systems, you could eliminate the α, ß, Γ, etc. and name the star "Sol Primary".
I note that since DW does not use binary, trinary, etc. star systems (yet) the system name and star name are currently the same. I think this could be improved so that future changes to DW can incorporate ships/fleets acting on the system as a whole. For instance, a "patrol Vubus" could mean that a ship/fleet is patrolling the entire system of Vubus and not just the star.
An example naming convention:
System Name: Sol
Star Name: Sol α
Planet in the third orbit around Sol α: Sol α 3
Moon in the first orbit around planet 3: Sol α 3-A
This could be changed to make text more compact obviously, but you get the idea. If you don't plan on multi-star systems, you could eliminate the α, ß, Γ, etc. and name the star "Sol Primary".
Nicht kleckern, sondern klotzen!
*Please remember all posts are made by a malevolent, autocratic despot whose rule is marked by unjust severity and arbitrary behavior. Your experiences may vary.
*Please remember all posts are made by a malevolent, autocratic despot whose rule is marked by unjust severity and arbitrary behavior. Your experiences may vary.
- Malevolence
- Posts: 1798
- Joined: Sat Apr 03, 2010 11:12 am
RE: Master Wishlist Thread
I suggest adding location information to "Under Attack!" messages -- included in both popup and scrolling messages.
The current system presents an attack like this...
"Striker 092 is under attack from a pirate frigate Angry Spectre!"
I suggest the message be presented like this...
"Striker 092 is under attack from a pirate frigate in Vubus system"
or better, present the message like this...
"Striker 092 is under attack from a pirate frigate at Vubus 3"
I would also recommend having a short message for scrolling messages and much more detailed message for pop-up/log... to include if someone is responding and eventually adding the outcome. This may be a bridge to far, however.
The current system presents an attack like this...
"Striker 092 is under attack from a pirate frigate Angry Spectre!"
I suggest the message be presented like this...
"Striker 092 is under attack from a pirate frigate in Vubus system"
or better, present the message like this...
"Striker 092 is under attack from a pirate frigate at Vubus 3"
I would also recommend having a short message for scrolling messages and much more detailed message for pop-up/log... to include if someone is responding and eventually adding the outcome. This may be a bridge to far, however.
Nicht kleckern, sondern klotzen!
*Please remember all posts are made by a malevolent, autocratic despot whose rule is marked by unjust severity and arbitrary behavior. Your experiences may vary.
*Please remember all posts are made by a malevolent, autocratic despot whose rule is marked by unjust severity and arbitrary behavior. Your experiences may vary.
RE: Master Wishlist Thread
I am not shure if this is in the game, but shouldn't we able to see what the enemy is equipped with? Do we have sensors that will show what the enemy has, and if we don't, can we have this option for an expansion or update then?
RE: Master Wishlist Thread
"banned components" for the AI to NOT use when designing ships.
For example, I don't want to the AI to be putting nukes on any ship, ever... nor do i want it putting that superweapon that causes a sphere of damage to all ships, friendly or enemy (usually friendly since I tend to outnumber my enemies)...
don't get me wrong, I want to be able to use those... but i want it limited to ships that i designed. not the AI.
For example, I don't want to the AI to be putting nukes on any ship, ever... nor do i want it putting that superweapon that causes a sphere of damage to all ships, friendly or enemy (usually friendly since I tend to outnumber my enemies)...
don't get me wrong, I want to be able to use those... but i want it limited to ships that i designed. not the AI.
I do not have a superman complex; for I am God, not Superman.
RE: Master Wishlist Thread
1. An option to investigate ruins which you said NOT to investigate the first time. Especially if you have since went and colonized the planet.
2. Certain evens are to the extent of "we found an abandoned ship/base", your options are investigate and ignore. If you investigate sometimes the result is: "we acquired the ship, we can use it or scrap it for technology, also it mentions the coordinates X,Y contain <something interesting>" and your options are "close" or "go to event"... go to event zooms in on the ship you recovered... NOT the coordinates mentioned!, making it a PITA to find later (especially because those coordinates usually do not cause a blip on the galaxy map)...
it would be nice if those had THREE options... close, go to event (zooms on captured ship or base), and go to coordinates (zooms on the coordinates given)
2. Certain evens are to the extent of "we found an abandoned ship/base", your options are investigate and ignore. If you investigate sometimes the result is: "we acquired the ship, we can use it or scrap it for technology, also it mentions the coordinates X,Y contain <something interesting>" and your options are "close" or "go to event"... go to event zooms in on the ship you recovered... NOT the coordinates mentioned!, making it a PITA to find later (especially because those coordinates usually do not cause a blip on the galaxy map)...
it would be nice if those had THREE options... close, go to event (zooms on captured ship or base), and go to coordinates (zooms on the coordinates given)
I do not have a superman complex; for I am God, not Superman.
RE: Master Wishlist Thread
I agree 100%ORIGINAL: taltamir
"banned components" for the AI to NOT use when designing ships.
For example, I don't want to the AI to be putting nukes on any ship, ever... nor do i want it putting that superweapon that causes a sphere of damage to all ships, friendly or enemy (usually friendly since I tend to outnumber my enemies)...
don't get me wrong, I want to be able to use those... but i want it limited to ships that i designed. not the AI.
For a game that is suppose to be played on a macro scale, I am microing on what is being built and what the AI builds. I shouldn't have to do this.
RE: Master Wishlist Thread
this game needs word wrapping and scroll lock i hate clicking on something and the list goes back to the top. and with word wrapping for the new bar at the top of the screen i hate reading new and i know know the whole details cause it cuts off at the wrong time.
Live and learn to be free from all Earthly attachments including but not limited to, dumb ideas, lust ,love and faith.
RE: Master Wishlist Thread
ORIGINAL: vils
ORIGINAL: taltamir
A unit is a starship with hundreds of highly trained crew, computers, and hardware... not a wizard or a dragon. It makes no sense for them to gain experience and thus powers. especially not from a few fights (they do thousands of drills; or more... to be fair it makes no sense that a wizard or a dragon gains powers from defeating a few opponents either...)ORIGINAL: vils
1. Units gain experience by defeating enemies, like for example 1-5 star promotion, 0 is new build, 5 is elite .. check teh old Panzer General game for a good experience system for the units!
anyways this will absolutely ruin the game
I don't understand what you are asking for. you can select a single unit in a fleet and see what it is doing, and the fleet as a whole also lists what it is doing...2. Fleets must report what they are doing like single units! Or at least have the option?
Those already exist. Certain worlds contain unique resources that give massive boosts... such as boost to research, happiness, etc... Less rare are worlds with ancient ruins that also contain awesome stuff...3. Rainbow worlds, unique and very valuable worlds who could be extremely hard to discover. As example, see old Star Control 2 game
or do you mean literally worlds the color of rainbow? because that would be stupid.
Its called engine technology, high level engines allow ridiculously fast speed... do you mean a ridiculously expensive instant travel system? it would just be a PITA to implement and manage. not to mention mess with the balance... bad idea.4. Implement a high tech feature whick allows jumps to other parts of galaxy, ofcourse extremely expensive
play the game, they are there. While 99% of ruins give you +20% to 60% to development of that colony, some ruins give empire wide bonuses... such as +100% bonus to a research type. Or +20% empire wide bonus to colony tax income (those are the ones I have seen thus far, must be more).5. Artefacts with special effects
The max sized universe is 1400 star systems, each containing dozens of planets and moons and objects... Playing this size results in crashes due to maxing out the ram usage of a 32bit application (2GB)... as well as lag when zoomed out and when having larger empires... also save game sizes increases massively as the game progresses..6. Bigger universe! Not number of starsystems, but the entire map.. i fond the idea of having real deep space sleep on extremely long distances
The game already has, by far, the largest galaxies I have ever seen in a 4x game. Making it larger is cool sounding but completely impractical with current hardware limitations.
already in the game. there is a built in editor that you can launch at any time and add stars, planets, and whatever else you want.7. Allow manual input of number of starsystems when creating a new game, or atleast add 50 or less starsystems as an option
1. Your saying that in comparance a warship in any wargame should not receive experience in a game since it is unrealistic? Sorry i don't follow you here, for any crew on any assignment in any type of scene, training will never be the same as live experience.. Anyway it was a suggestion not ranting
2. I mean a single unit pop ups when its reached its destination for example. A ship within a assigned fleet tells nothing, so i have to keep an constant eye on my fleets so they dont go idle or just sits atop aliens getting eaten. Have i missed something ?
3. I mean a new type of world that would be different
4. I mean space jump (instant move, not hyperspace..
5. I was more referring to items that cannot be produced but applied to a ship.. lets say you find an ancient alien artefact that gives that particulair ship some odd statistics or such
6. I am not saying i want more stars, i just want the playground to be larger, thus bigger space between stars. As you may have noticed, it seems the playground in the game is the same regardless how many stars you elect to add to it..
7. Was not speaking of an editor, i was speaking of the pre-game menu how to design a game, as of now you can have 100 stars by minimum, i want an extra option here to allowing manual input.. if i wan't only 10 stars, i dont wanna sit and edit an map for 5 hrs before i can start the game..
1. to a small degree it happens, but its more of an empire wide scale then an individual ship thing. Once you get those experienced people you transfer them to other ships and they share their knowledge and experience... resulting in procedural changes across the entire armed forces... and even then, that only changes how their use the hardware (aka the tactics), not in any way shape or form the hardware itself... so the ship is still doing the same amount of damage (same weapon, same targeting computer), still has the same speed, etc... what changes is that they are more likely to use smart tactics (eg, fly backwards while shooting at the chasing space crab) and less likely to do something stupid (charge at the space crab). but the AI for ships is not good enough to introduce that kind of tiered AI levels... however at an ideal status it would be kinda neat to have ship experience levels with certain AI scripts limited to higher level crews... but there is no way it should affect the actual physical hardware, thats just an RPG throwback and as much as a I love RPG it has no room in such a game.
Let me give you a real life example... during a certain war some decades ago between israel and lebanon, the labanese got new anti air missiles (each the size of a telephone pole) from the russians. Those were very damaging to israeli aircraft on bombing raids... soon, the range on those was discovered, it was greater then the range on the bombs... but some enterprising pilots discovered that it can't fire on targets very close to the ground, and if you accelerate at max speed then lift to a 45 degree angle from the ground and then shoot a smart bomb then dive back to the ground (too quick to be fired on by the missiles), which your copilot then controls, it will travel up and then down in a parabolic path far enough to get within range of the missile batteries, which then the copilot takes over and guides the smart bomb to the control center (size of a bus) for each such battery. Allowing them to hit the AA outside of its practical range. Once that was discovered that weapon was rendered ineffective due to tactics of "staying outside its range".
The planes did not change any of their statistics, but they were now being used better... however, EVERY pilot in the israeli airforce now knew that trick, it was not limited to the one single pilot who came up with it originally.
2. Ok, i see now (I think)... a single ship gives a notice when it finishes a mission, fleets do NOT give such a notice, neither do the ships in a fleet... well, in which case I agree that fleets should give a notice as if they were a ship. (although I disabled those completely since i have large empires. but it should be there for those who want it)
3. Any specific ideas?
4. I know, I am saying hyperspace with a high level engine is very near instant for short ranges, with under 5 seconds prejump prep and a speed that makes it take seconds to jump to nearby systems and a fraction of a second to jump within the same system. Instant travel sounds cool but will bring a whole new aspect... plus it is another unfair advantage for large empire (lots of money, lots of ships... insta travel means you insta conquer enemies; right now its sometimes not worth your time to divert fleets from where they are need to fight some two bit small empire... or siege their planet as you gather up up invading troops).
5. There are unique ships like the "world destroyer" (death star)... as for an "artifact" giving a "boost" to one single ship... currently when you find such derelicts you don't integrate them into your ship, you send a constructor to rebuild them... then you have them as their own ship which can then disassemble for research points... I can't imagine any sort of even remotely plausible "artifact" that would work the way you describe unless it is a single ship component (say, an engine)... which means: a. ships cannot integrate it themselves, it needs to be brought back to a construction yard. b. its better to disect such a thing for the tech, not waste it on one single ship. c. this is a terrible idea to begin with... i have played many games that had it and in every one you end up with a bunch of bonuses on your SCOUTS... I don't want to waste 5 special events that could give me something useful so that my SCOUTS can get "plus damage" (its unarmed), "plus fuel range" (it has plenty) and so on and so forth.
6. That is a legitimate OPTION for galaxy creation... not my cup of tea by go for it.
7. fair enuogh. the largest galaxy is 1400 stars, the second largest is 700... you want the option to enter "973" or "234" or "10"... it would certainly be a PITA to make a 700 star galaxy and then manually add 273 stars to it.
I do not have a superman complex; for I am God, not Superman.
RE: Master Wishlist Thread
ORIGINAL: Engerya
Actually there is a game with 5000 star systems and 3d gfx is called lost empires : immortals but its not like this game its ok but some how this game is better
You are joking right? lost empires immortals does not have "planets"... you colonize "systems", each "system" is one big thing that holds one colony... economy is abstracted, there is no mining, there are no trade ships, there is no private sector.
In distant worlds you can ZOOM INTO a star system and it contains DOZENS of planets and moons... aside from gas giants (mineable) all are colonizable... and each colony produces a healthy economy. ships are also "in a system" rather then traveling within a system. Heck, you can't even colonize most of those in Lost empires: immortals.
I just counted some stars... some are "objects" such as neutron star which have no planets. my home system has 12 moons and planets, a nearby one has 9, another one has 30... It will take me some good time to do an average but over 10 is the most common i have seen... lets do say about 10 per star though.
there is no beginning of comparison between the two... but lets make one anyways. 5000 "stars" (each can only hold one colony, has no "internal space) vs 1400 stars, each has about 10, thats 14,000 objects. but wait, each and every one is interactable. if not colonizeable you can at least mine it... while in lost empires you just plonk a "fueling post" on it, this actually produces a specific good thats different each time and has to be collected. And how many private sector ships? dozens per colonized planet... so you easily go to the hundreds of thousands of "living" objects...
there is simply no hint of comparison in the size and scope here.
I do not have a superman complex; for I am God, not Superman.
RE: Master Wishlist Thread
This is a wish list. If we need to debate about something, can we please make a new thread for this? I would love to get into it, but I will not debate in a wishlist thread.
RE: Master Wishlist Thread
Hey guys it's me again [;)]
I am playing DW at the moment and the automated ships make me furious. For example I have found a junk yard with a lot capital ships early in the game now my crazy constructors think "Hey why not destroy his economy, let us repair all the old ships..."
So what I realy wish is to mark a area or even a whole system as a restricted area so it will be ignored for civilian and other automated ships.
I am playing DW at the moment and the automated ships make me furious. For example I have found a junk yard with a lot capital ships early in the game now my crazy constructors think "Hey why not destroy his economy, let us repair all the old ships..."
So what I realy wish is to mark a area or even a whole system as a restricted area so it will be ignored for civilian and other automated ships.
RE: Master Wishlist Thread
capital ships early in the game are awesome... worst case scenario you can scrap them for technology... best though is to use them aggressively as they are massively more powerful then other things...
that being said, an "avoid this system" flag would be a good idea; so i second that request
that being said, an "avoid this system" flag would be a good idea; so i second that request

I do not have a superman complex; for I am God, not Superman.
RE: Master Wishlist Thread
Yeah you are right but I would like to take one or two out of the "pool" and not all thirty 

RE: Master Wishlist Thread
I would like to be able to not "lose my place" in map view by going to an event, ship or other just to give a few orders... pop up?
"Tanks forward"
RE: Master Wishlist Thread
I agree to this naming convention or something better. Random names for moon really add an unnecessary layer of confusion to the game. This should be changed in the next update 1.04.
nammafia
RE: Master Wishlist Thread
When using the 'copy as new' function, it would be really nice if we had an option to automatically obsolete the prior version. As it is now, you have to go through a few menus and manually tick the box in the old ship design, which is quite a bother when you are rolling out changes to a large number of designs.
RE: Master Wishlist Thread
I agree about the moon names...
I think it should be
<System Name> <Planer Number>.<Moon Number>
ex:
the first moon of Sol 3 would be called Sol 3.1
or it can be Sol 3m1 (m for moon), or sol 3a, etc
I think it should be
<System Name> <Planer Number>.<Moon Number>
ex:
the first moon of Sol 3 would be called Sol 3.1
or it can be Sol 3m1 (m for moon), or sol 3a, etc
I do not have a superman complex; for I am God, not Superman.
RE: Master Wishlist Thread
i wish i could offer things such as "free trade agreement" in the advanced negotiation windows. So that if a species don't want to accept it, i could bribe it with money, systems, etc to allow it
I do not have a superman complex; for I am God, not Superman.
RE: Master Wishlist Thread
ORIGINAL: taltamir
I agree about the moon names...
I think it should be
<System Name> <Planer Number>.<Moon Number>
ex:
the first moon of Sol 3 would be called Sol 3.1
or it can be Sol 3m1 (m for moon), or sol 3a, etc
Sol 3a would be great. Those random strings of numbers we have now, doesn't tell me a thing [&:]
"Any technology distinguishable from magic is insufficiently advanced." - Gehm's Corollary