Master Wishlist Thread

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tornnight
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RE: Master Wishlist Thread

Post by tornnight »

ORIGINAL: WoodMan

ORIGINAL: Das123

ORIGINAL: tornnight

I wish there was a way to toggle the strengths of the ship in debris fields.

I think the ships make things unbalanced. First empire to get them has a huge nearly unstopable advantage.

Agree 100%. Or perhaps if the game had a multiplier placed on weapon damage and shields for these ships to choke the effectiveness until your research has caught up. Would also then provide more incentive to scrap ships for the research boost.

Eg. Lets say ship tech damage is 48 for a particular beam weapon on a ship that has been repaired from a debris field. Current research tech best beam weapon is 16 for the player. If the multiplier was say 25% of the difference, the beam weapon would perform at 24 ((48 - 16)*.25 + 16). When research then advanced to say 24 damage, the ship weapon would perform at 30 ((48 - 24)*.25 + 24). And so on until it caught up. Shields could have the same sort of multiplier.

This way the ships are still really useful but are scaled in both protection and fire power.

An option in the New Game screen to turn on or off Galactic History would be ideal. When switched off there should be no Galactic History messages and all the ships and the devastation moon should not appear in the map. This would be good for those who want the Empires (including their own) to use their own built up strength rather than what they find scattered throughout the galaxy, and also would be better for those who are using a theme like Star Wars or Star Trek where the Galactic History is not relevent/a distraction to the current theme.

I agree with this as well. Mostly because I think it is so broken in it's current form. It makes even more sense when you think of other mods/themes.
I love the general 'Galactic History' idea but it needs balancing desperately.
taltamir
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RE: Master Wishlist Thread

Post by taltamir »

ORIGINAL: tornnight

ORIGINAL: WoodMan

ORIGINAL: Das123




Agree 100%. Or perhaps if the game had a multiplier placed on weapon damage and shields for these ships to choke the effectiveness until your research has caught up. Would also then provide more incentive to scrap ships for the research boost.

Eg. Lets say ship tech damage is 48 for a particular beam weapon on a ship that has been repaired from a debris field. Current research tech best beam weapon is 16 for the player. If the multiplier was say 25% of the difference, the beam weapon would perform at 24 ((48 - 16)*.25 + 16). When research then advanced to say 24 damage, the ship weapon would perform at 30 ((48 - 24)*.25 + 24). And so on until it caught up. Shields could have the same sort of multiplier.

This way the ships are still really useful but are scaled in both protection and fire power.

An option in the New Game screen to turn on or off Galactic History would be ideal. When switched off there should be no Galactic History messages and all the ships and the devastation moon should not appear in the map. This would be good for those who want the Empires (including their own) to use their own built up strength rather than what they find scattered throughout the galaxy, and also would be better for those who are using a theme like Star Wars or Star Trek where the Galactic History is not relevent/a distraction to the current theme.

I agree with this as well. Mostly because I think it is so broken in it's current form. It makes even more sense when you think of other mods/themes.
I love the general 'Galactic History' idea but it needs balancing desperately.

AFAIK in v1.5.0.7 something like that exists. I noticed all the ships I am finding are using much lower tech than before, and quite comparable to what I currently have.
I do not have a superman complex; for I am God, not Superman.
tornnight
Posts: 139
Joined: Sat Jun 12, 2010 9:38 pm

RE: Master Wishlist Thread

Post by tornnight »

I am using 1.5.0.7 and that is far from true for me.

The galaxy is still spitting out frigates and maybe a few destroyers. The debris are Captial ships and cruisers all with at least 1/3, usually twice better charactersitics.

Construction technology in the galaxy hasn't even progressed to the point of creating them.

Actually thats an option. Maybe constructors should only be able to repair ships that their respective construction technology can build.

That would limit capital ships and cruisers to those few found abandoned in working condition.
DasTactic
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RE: Master Wishlist Thread

Post by DasTactic »

Image
Above is a suggested change to the fleet summary. To the left of the fuel bar are dots that represent troops. To the right is the shield level in blue.

Something like this would give much easier instant feedback on your ships.
caerr
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Joined: Fri Jun 18, 2010 6:40 pm

RE: Master Wishlist Thread

Post by caerr »

That's great Das123, I would very much like something like that.

And since we're posting pictures, here's something that has been going through my head.

In the colonies screen, I would like to see if a planet has a space station available and if so, is it small, medium or large designation. I would easily see which planets need replacement space stations (destroyed by enemy or monsters while I wasn't paying attention), and also see which planets need better (bigger) space stations.

Also, seeing if a planet has troops (in the scroll down list) would be awesome, but it's kinda crowded as is.

Here's the mockup:

Image
Attachments
Untitled2.jpg
Untitled2.jpg (108.29 KiB) Viewed 190 times
taltamir
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RE: Master Wishlist Thread

Post by taltamir »

ORIGINAL: tornnight

I am using 1.5.0.7 and that is far from true for me.

The galaxy is still spitting out frigates and maybe a few destroyers. The debris are Captial ships and cruisers all with at least 1/3, usually twice better charactersitics.

Construction technology in the galaxy hasn't even progressed to the point of creating them.

Actually thats an option. Maybe constructors should only be able to repair ships that their respective construction technology can build.

That would limit capital ships and cruisers to those few found abandoned in working condition.

1. I was talking about component tech
2. You are right, even if it uses the exact same component tech as you, if it is a capital and the best any race can build is a frigate then it is a very powerful ship
3. Limiting repairs by your construction tech size is an interesting idea. It will provide more balance... the thing is DW is all about FINDING stuff in space. The entire game is built around it, it is very common and available to anyone. Fighting over such finds is a major part of the game... and heck, sometimes you get a nasty surprise when an AI find awesome tech/s / goverment in a ruin, or captures an advanced fleet and kicks your ass (both happened to me). Anyways, I don't know if the developers are interested in those kind of changes... it is, after all, a single player game.
I do not have a superman complex; for I am God, not Superman.
feygan
Posts: 324
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RE: Master Wishlist Thread

Post by feygan »

Couple of things that would be nice.

1.Planet happiness to require abit more effort to keep high with the ability of limited unhappiness reduction through troop/police usage.

2.Unhappy planets having the chance to riot and during rioting for a then chance to rebel until order is restored, rebelled planets would then become independent colonies and capable of rising to full empire status.

3.More diplomacy options such as trade sanctions & trade embargo's, with a higher and lower drop in diplomatic relations for each, this could also work by allowing passengers with one and not goods and blocking both with an embargo. Also the ability to specifically restrict one product from trade to an empire with a lesser relation drop than sanctions or embargo. These should also be possible to request via a third party to enact upon the same way you can request empires to declare war etc.

4.The ability to request pretty much any third party action against an empire via diplomacy, including wars, sanctions, spies etc etc. This would open up the game for quasi vassals in effect with a successful diplomatic empire able to wage wars through puppet strings keeping their own hands clean.
taltamir
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RE: Master Wishlist Thread

Post by taltamir »

ORIGINAL: caerr

That's great Das123, I would very much like something like that.

And since we're posting pictures, here's something that has been going through my head.

In the colonies screen, I would like to see if a planet has a space station available and if so, is it small, medium or large designation. I would easily see which planets need replacement space stations (destroyed by enemy or monsters while I wasn't paying attention), and also see which planets need better (bigger) space stations.

Also, seeing if a planet has troops (in the scroll down list) would be awesome, but it's kinda crowded as is.

Here's the mockup:

Image
ORIGINAL: caerr

That's great Das123, I would very much like something like that.

And since we're posting pictures, here's something that has been going through my head.

In the colonies screen, I would like to see if a planet has a space station available and if so, is it small, medium or large designation. I would easily see which planets need replacement space stations (destroyed by enemy or monsters while I wasn't paying attention), and also see which planets need better (bigger) space stations.

Also, seeing if a planet has troops (in the scroll down list) would be awesome, but it's kinda crowded as is.

Here's the mockup:

Image

I totally agree with this suggestion. Also a button to "upgrade" and "downgrade" station size from within said window would be great. I would use a slightly different image than you used though. One without the extra concentric rings around medium and small, simply different sized circles would work. or maybe 1, 2 or 3 circles without "filling".
I do not have a superman complex; for I am God, not Superman.
jalapen0
Posts: 122
Joined: Sat Apr 10, 2010 12:08 am

RE: Master Wishlist Thread

Post by jalapen0 »

ORIGINAL: taltamir



I totally agree with this suggestion. Also a button to "upgrade" and "downgrade" station size from within said window would be great. I would use a slightly different image than you used though. One without the extra concentric rings around medium and small, simply different sized circles would work. or maybe 1, 2 or 3 circles without "filling".

I would like to add to this by suggesting that we also be able to right click and select ships to build from this screen as well.


EDIT: One more thing...You can't really tell what is making you money and what isn't (to my knowledge). Could we have a summary on each research station, mining station, resort, ship, colonies, etc how much money has been spent on maintenance, how much has been spent on fuel, repairs, etc vs how much has been made? Basically a profit\loss summary for each unit in the game, kinda like most business sim games. It could have a summary for the last year and one for the lifetime of the unit. It would make it easier to know where the money is coming from and set your defence priorities.
Subotan
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RE: Master Wishlist Thread

Post by Subotan »

This is my first post on the Matrix Games forum, so I'm sorry if my entire post replicates something posted deep within this gargantuan thread. I'd first like to see that I am extremely impressed with Distant Worlds, and I expect it to steal away my long summer holidays for at least this year, and hopefully, for many years to come. However, there is one area in particular where I feel the game lacks depth.

I think there would be unanimous agreement that anything on a scale of the Clone Wars (Or even just any sci-fi civil war, if you're not a Star Wars fan [:D]) in the game would be fantastic, partly because it would be cool, and partly because it would be a special kind of challenge for the player. However, Distant World's model of rebellion does not allow for anything of this scope. Colonies can declare independence, yes, and form their own empires, but these new Empires are not as hostile to your regime as might be expected of a bunch of revolutionaries. They covert my stuff, sure, but they don't want to completely topple my despot-ocracy. If Civil Wars are to be modelled correctly, not just that they're realistic, but so that they present enough of a challenge to be fun to the player without being annoying, this would have to be changed.

To be able to model a Civil War properly, the term must be first completely understood. The Wikipedia article is very good for this, and some of the requirements are thus:
A civil war is a war between organized groups within the same nation state,[1] or, less commonly, between two countries created from a formerly-united nation-state.[2] The aim of one side may be to take control of the country or a region, to achieve independence for a region, or to change government policies.[1] It is high-intensity conflict, often involving regular armed forces, that is sustained, organized and large-scale.
The Geneva Conventions do not specifically define the term "civil war". They do, however, describe the criteria for acts qualifying as "armed conflict not of an international character", which includes civil wars. Among the conditions listed are four requirements:

* The party in revolt must be in possession of a part of the national territory.
* The insurgent civil authority must exercise de facto authority over the population within the determinate portion of the national territory.
* The insurgents must have some amount of recognition as a belligerent.
* The legal Government is "obliged to have recourse to the regular military forces against insurgents organized as military."

From this, we can see that the small-scale rebellions that occur within DW do not fit either of these definitions. The little rebellions lack an ability to take the fight beyond the planet they're fighting on, due to a lack of ships. Fleets defecting to the opponent in the Civil War would help equalise the situation, with maybe a 1/4 or a 1/3 of the original Empire's fleet defecting to the enemy in the bigger Civil Wars.

Historically, there are all kinds of reasons and causes for Civil Wars, of varying intensities, but I have grouped the different kinds of wars into four general categories, with some historical examples for comparison:

Constitutional
- English, American, Spanish, Boshin War

Popular/Revolutionary - Chinese, Russian

Ethnic - Yugoslav Wars, Eritrean-Ethiopian, Sri Lankan

Vacuum- Somalia, Warlord Era in China

Of course, most of the above wars would have elements from all of the categories, but it is the kind of broad generalization necessary for it to be represented in the game.

A Constitutional Civil War would be one where there is an political crisis within the government that has led to institutional polarisation and armed conflict, i.e. Clausewitz's maxim in it's rawest form. Since you are the government in DW, such conflict is impossible to achieve. It could probably be best represented with some form of conflict in a legislature similar to that in GalCiv2. But even so, high levels of corruption, low/declining levels of economic growth and a proportionally large military (Oh which parts and fleets would defect to the rebels) could cause large numbers of colonies to rise up against a government that doesn't have all it's power invested in one individual (I.e. anything other than a despotism). Foreign intervention would probably be possible in such a war.

A Revolutionary Civil War would probably be the easiest to model in-game, as there is already a mechanism for it. But it can be achieved with just a press of a button, whereas in real life, a switch in government from, say, a military junta to a democracy or vice-versa would usually involve huge conflict that never really happens in DW. However, IRL, there are examples of where changes of government have occurred with little comment from the people. This usually occurs when the state of the economy and the governance is so bad, that the population are willing to take any alternative. Thus, if your democratic galactic Empire is going down the drain, Star Wars Old Republic style, then maybe a change of government to, say, a Dictatorship might be more welcomed than if your democracy was popular and well liked.

The above two would be the most essential to include if civil wars were included into DW. Both would be total conflicts, a fight to the death for both factions with no chance of a peace settlement where both sides survived. Colonies and fleets would both defect in large numbers, and foreign intervention (divided along ideological lines) would be crucial.

Ethnic civil wars would be just that, when a species of alien within your empires decides it has had another living under your cruel dominion, and rises up in revolt. Planets with majority populations of the species in question would "flip", and fleets that are based on colonies which defect would also defect. A domino effect could cause other alien species within your empire to rise up, and possibly form a confederation against you, or alternatively, if an empire of the species revolting exists, then they could be pulled into the war to fight against you. Ethnic civil wars might be easier to model with just flat out defections to enemy empires though, ideally ones with a more liberal government type than yours.

Vacuums would represent a collapse of the state, and the decent of your empire into pure anarchy. This could perhaps be due to a sudden "shock" to the government, such as losing a war, in conjunction with extremely high levels of corruption, unrest and economic decline. Colonies would be declaring themselves independent left, right and centre. Most of the military would defect, probably into pirates. A sliver of government authority centred around the capital could provide a fun challenge for veteran players.Foreign intervention would be unlikely though, as countries such as Somalia and China have shown to unite against foreign invaders, rather than get picked of one by one.

Common traits within all of the civil wars would be an upsurge in piracy, higher than normal war weariness, due to the fighting of members of the same species, and crucially, no loss of reputation for reconquering colonies (Provided you don't slaughter everyone who rebelled and turn them into Atuuk food or something). Intergalatic recognition to rebels could be implemented through trade sanctions being the default response of the intergalactic community, with a lifting of a trade sanctions counting as recognition, and greatly aggravating the original government. If a majority of empires lift trade sanctions for ethnic rebels, this could force the two opponents to make peace with each other, and grant the minority people independence.

I'm aware that this a long list of suggestions, and I don't expect to be implemented in it's entirety, or even at all if they're not popular/possible. They're just some options which I feel would add to the game, with the detail I think necessary to make them workable, and which I hope other fans of the game would agree with. I'm also aware that at times, my phrasing in the post may have sounded more like demands than the requests they are, and if so, I apologise for being rude.

tl;dr is civil wars are neat, they should be in Distant Worlds.
caerr
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RE: Master Wishlist Thread

Post by caerr »

I would redo the graphic with those suggestions but I'm terribly busy right now (playing the game). :D It was the first one I came up with and by no means the best.

I think the "upgrade" function would be easily put into a right-click menu. There is currently none in the colonies screen.

For example, right-click on a colony (row) in the colonies screen would give you (planet has a SSP-1 mk1 station):

Code: Select all

  - Retrofit SSP-1 mk1 to MSP-1 mk1
  - Retrofit SSP-1 mk1 to LSP-1 mk1
  - Retrofit SSP-1 mk1 to LSP-2 mk1
 
 etc...
Or if there's no station at all:

Code: Select all

  - Build SSP-1 mk1
  - Build MSP-1 mk1
  - Build LSP-1 mk1
  - Build LSP-2 mk1
 
 etc...

For ships I don't know if this would work, since you generally build more than one. You'd have to bring the context menu out over and over again. Faster to choose a planet and go to the construction tab and spam some ships.

EDIT: Just realized that there is no way to build military ships this way. Maybe adding another tab to the colony screen (i.e. Population, Cargo, Resources, Troops, Construction Yard, Spaceport, Docking Bay) would be better than filling the right click menu with dozens of ships. The spaceport screen would appear identical to the construction yard screen.
jalapen0
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RE: Master Wishlist Thread

Post by jalapen0 »

Another thing I would add is the ability to have and retrofit several designs of each type. So one design named Frigate 1 and another called Frigate 2. If you upgrade them both to Mk2 then retrofit your Frigate 1's, it will retrofit them to Frigate 1 Mk2, and the Frigate 2's will retrofit to Frigate 2 Mk2. Not just the latest Frigate design. This way you can have several specialized designs.

If you obsolete your Frigate 1 Mk2, you should get a choice to retrofit your ships to another non-obsolete design.

Hopefully that makes sense and it might have been mentioned before.
taltamir
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RE: Master Wishlist Thread

Post by taltamir »

From this, we can see that the small-scale rebellions that occur within DW do not fit either of these definitions. The little rebellions lack an ability to take the fight beyond the planet they're fighting on, due to a lack of ships. Fleets defecting to the opponent in the Civil War would help equalise the situation, with maybe a 1/4 or a 1/3 of the original Empire's fleet defecting to the enemy in the bigger Civil Wars.
There is civil war in the game... if morale gets bad enough, social upheaval helps too (ex: switch from democracy to dictatorship). A new empire forms, with identical tech as you, and 1/3 to 1/2 your planets and ships.
The "little rebellion" where just one planet raises troops is perfectly fine as is, as it doesn't represent a massive scale revolution, but an attempted revolution that failed to spread beyond one planet. The best outcome for them is that they take over said planet and defect to another empire, joining said empire. Second best outcome for them is if they become independent because the other empire doesn't want them (any planet with negative cashflow due to quality under 50%). And I see no reason why such a crappy lone planet would be in any position to do anything but get bombarded to dust from orbit.
The worst (for them) outcome is that local troops stationed on the planet belonging to the government win the fight, and maintain control of the planet, suppressing the rebellion violently.

Anyways, the DW system for rebellion currently is perfect, it exists and it occurs, but unless you REALLY mess up public opinion (eg: get really really low reputation, try to stage a coup, etc) then it would be confined to a few civil disturbances in some planets.

So, to sum it up... stages of unrest:
0: no unrest
1: planet in "revolt", refuses to pay tax (also, doesn't build)
2: planet in "revolt", rebels raise their own troops which fight current garrison troops, if rebels win they join another empire (unless nobody would take them for being low quality planet); troops on planet help against this.
3: civil war, a new empire is formed, they take 1/3 to 1/2 your planets AND ships AND space stations AND freighters... become independent, are AT WAR with you at their inception, have identical tech as you.

Things that resist revolution:
1. not letting your reputation drop too low. (or being a race that doesn't care)
2. leaving AI control of taxes so it can lower taxes on bad years (or manually lowering taxes) to combat low morale.
3. Avoiding war weariness (via racial abilities, government type, or not being in war)
4. Not nuking planets from orbit. (related to reputation, nuking causes a big rep drop)
5. Not backstabbing your allies (causes big rep drop)
6. Not trying to stage a coup (switch government type, with a few exceptions, going to way of ancients doesn't seem to cause any issues. going to democracy causes less issue then some governments, but there is still upheaval even going to democracy... which makes sense, other generals / nobles / etc might disapprove and fight you)
I do not have a superman complex; for I am God, not Superman.
taltamir
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RE: Master Wishlist Thread

Post by taltamir »

Request, micro design upgrades.

basically, if enabled it will create automatic "upgrade" designs which are used only to upgrade the certain "series" of ships, and such an upgrade is done automatically next time the ship goes to refuel (or immediately for a starport)
Any previous versions of each microdesign should be auto deleted as soon as there are 0 of them (but not the macro designs). The micro-upgrade should be created as obsolete if the original design was obsolete (to prevent clutter and accidental building of older ships)

So, lets say my current capital ship design is Capital Mk12. I also have obsolete designs for capital Mk1-11. I have actual ships of capital Mk3/6/9/10/11/12.
For simplicity lets say there hasn't been any improvements in hyperdrive tech for the entire duration, they just have different guns, shields, etc... thus they have not been touched by this feature yet.
Ok, so i discover a new warp drive tech; this prompts a micro-upgrade.
Capital Mk12 is marked as obsolete, a new design called Capital Mk12s2 is created (not obsolete), all capital Mk12 will auto upgrade to Capital Mk12s2 ASAP. When the last Capital Mk12 is upgraded to Mk12s2, the Mk12 design is deleted.
Capital Mk1/2/4/5/7/8 don't currently have a ship in service, their designs will be upgraded to Capital Mk1s2/2s2/4s2/5s2/7s2/8s2 which are created as obsolete designs (this bit is important). the original designs will then be deleted.
Capital Mk3/6/9/10/11/12 do have ships in service. their designs will be upgraded to they will be upgraded to Mk3s2/6s2/9s2/10s2/11s2 which are marked obsolete immediately upon creation. Those ships will then upgrade to those new designs ASAP, as soon as the last ship of a design has been micro upgraded, that older design is then deleted.

End result?
I now still have 12 designs for capital ships, labeled Mk1s2/Mk2s2/Mk3s2/Mk4s2/Mk5s2/Mk6s2/Mk7s2/Mk8s2/Mk9s2/Mk10s2/Mk11s2/12s2. All but 12s2 are obsolete.
I still have ships of the Mk3/6/9/10/11/12 series, but all of them now have an s2 at the end, and all of them have the best warp drive along with their older weapons, shields, etc. I could later order a full retrofit, but at least for now the cheap and extremely important upgrades have been implemented.

ideally it should let us chose which component TYPES we want to have auto upgrade in such a manner (via checkmarks), regardless, the list of components it is most important to do this for is (or order of importance):

1. warp-drive: there is only 1 of those per ship, they are very cheap, and they are extremely super duper important.
2. Bridge: there is only 1 of those (per ship or base), they are cheap, and the only function it seems to serve is to reduce the maintenance costs.
3. Trading module: there is only 1 of those per ship, they are cheap, and the only function it has is that it increases income.
4. Medical bay: only 1, increases morale
5. Recreational facility: only 1, increases morale
6. Manufacturing plants: Only a few per starbase so not expensive, very important (determine build speed)
7. Construction yards: only a few per starbase so not expensive, very important.
I do not have a superman complex; for I am God, not Superman.
Bartje
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RE: Master Wishlist Thread

Post by Bartje »

Good idea! Very useful! [:)]
Chris21wen
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RE: Master Wishlist Thread

Post by Chris21wen »

I'd like the facility to see the research level of a base when you hover over it. Also be able to upgrade labs.

Just thought of something else that bugs me.

When you go to the colony screen being able to see what base are present when you select a colonywould be more that useful. Plus, adding research to the conony info would also be useful.
Subotan
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RE: Master Wishlist Thread

Post by Subotan »

There is civil war in the game already? Oooh, my bad...[:(] I feel like a proper twat now for going on at length about the need for something that already existed (aAlthough to be fair, it wasn't in either the Galactopedia or the Manual)
taltamir
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RE: Master Wishlist Thread

Post by taltamir »

ORIGINAL: Subotan

There is civil war in the game already? Oooh, my bad...[:(] I feel like a proper twat now for going on at length about the need for something that already existed (aAlthough to be fair, it wasn't in either the Galactopedia or the Manual)

yes, it needs to be mentioned there :P
You probably didn't see it because in your playstyle you actually care for your people... many people complain they can't play the game since they keep on getting it. :P
start backstabbing your allies, nuking civilians, and then when your rep is low try to stage a coup :P
I do not have a superman complex; for I am God, not Superman.
Subotan
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RE: Master Wishlist Thread

Post by Subotan »

Will do 
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Igard
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RE: Master Wishlist Thread

Post by Igard »

Could we please have some kind of option for adjusting racial bias? I've used the editor to do this, but I'd rather have something that can be saved either at a galaxy set up screen, or in a txt file.

I've now got 20 star trek races in my mod, so each time starting a new game, I need to set Klingons against Romulans, Bajorans against Cardassians etc, and it's alot of hard work to do this for all of them.

I'm not sure how this could be implemented, perhaps a drop-down menu with each selected race then set the bias for that race? Or have a txt file for race bias?
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