indeed, did you know that the original swastika is a symbol for light and sun, but hitler inverted it and turned it sideways... as if to make it an "anti swastika"... aka, a symbol for darkness. What does that say about a man, eh?And he was experimenting with witchcraft and satanism, too...
Master Wishlist Thread
RE: Master Wishlist Thread
I do not have a superman complex; for I am God, not Superman.
RE: Master Wishlist Thread
A new wish: The escape auto order for ships functions quite wrong. The ship that switches to 'escape from enemy/kaltor/space amoeba' only uses the standard drive and ignores the hyperdrive. This is effectively suicidal for freighters and similarly slow ships as it just turns them into target practice. In the case of kaltors this has caused many of my ships to die, including cruisers, which are costly. I don't understand why they don't just jump away, even when fully charged. Also, they keep ignoring my order to jump when on 'escape from' action and just end up dead. I never had a ship escape a combat situation it couldn't win simply because of the silly 'escape from' action that makes it a big target. The action should be: 'jump to nearest friendly base' or something.
Is this the right forum for this idea or the tech forum more likely. Because it seems like a bug to me.
Cheers
Is this the right forum for this idea or the tech forum more likely. Because it seems like a bug to me.
Cheers

RE: Master Wishlist Thread
Diplomacy option: When relations are high enough, and certain conditions are met, an AI empire might offer to join your empire. When you accept, you get a large percentage of their territory and ships added to your empire, while a percentage would split off and form an independent empire (not every one likes the idea).
Conditions:
- Max relations
- Max reputations
- Empire sizes (smaller joins larger)
- Game time (this should be an end game happening)
Conditions:
- Max relations
- Max reputations
- Empire sizes (smaller joins larger)
- Game time (this should be an end game happening)
Distant Worlds Fan
'When in doubt...attack!'
'When in doubt...attack!'
RE: Master Wishlist Thread
ORIGINAL: Shark7
- Empire sizes (smaller joins larger)
- Game time (this should be an end game happening)
I think it should only apply to very small empires (4 or 5 colonies maximum) Any larger than that and they would most likely see no point in membership (have too high an opinion of themselves).
I think with the above considered, this could allow for it to happen any time in the game.
It's important to stress that there needs to be perfect conditions for a small empire to want to join a large one.
There can be no affiliation with enemies either. I think this would be an excellent addition to the diplomacy.
In fact, You could have a different end of game situation, where a reasonable size empire (let's say 80 colonies) joins another empire. Like you suggest, 50-75% of that empire (40-60 colonies) would join and the other percentage would form a new empire.
For something like this to happen, we would need empire wide buletins to inform all other empires of the power shift.
EDIT: sorry, Shark7, I just realised this is what we were talking about on the modders thread. I think this is a great suggestion and hopefully Elliot can find a way of implementing it in a way that works.
RE: Master Wishlist Thread
ORIGINAL: Merker
A new wish: The escape auto order for ships functions quite wrong. The ship that switches to 'escape from enemy/kaltor/space amoeba' only uses the standard drive and ignores the hyperdrive. This is effectively suicidal for freighters and similarly slow ships as it just turns them into target practice. In the case of kaltors this has caused many of my ships to die, including cruisers, which are costly. I don't understand why they don't just jump away, even when fully charged. Also, they keep ignoring my order to jump when on 'escape from' action and just end up dead. I never had a ship escape a combat situation it couldn't win simply because of the silly 'escape from' action that makes it a big target. The action should be: 'jump to nearest friendly base' or something.
Is this the right forum for this idea or the tech forum more likely. Because it seems like a bug to me.
Cheers
they do use the hyper drive to escape, the hyperdrive has a warm up period depending on its model, when you give an escape command they start warming up their hyper-drive, when the requisite amount of seconds have passed, they warp.
this works better using higher end hyperdrives which have lower warm up duration.
I do not have a superman complex; for I am God, not Superman.
RE: Master Wishlist Thread
I have seen them occasionally use their hyperdrive to escape but it's like one in 10 ships. Most of the times they just change their previous orders to 'escape from' and even if they were about to warp out, they don't and just die. Besides, I've seen the hyperdrive 'charge' a lot faster when I give them the order to go somewhere myself, they do it in like 2 seconds. The escape action must be bugged or something, because it got half of my fleet killed during an assault, because they ignored my orders to jump out and just 'escaped' into vapors without doing anything but trying to run. Usually when I give the order to jump the ship stops dead, turns toward the destination and jumps. But the 'escape from' action seems to make them move, which might interfere with the jump command. I've seen ships get devoured by the space creatures that were far enough away because they panicked and tried to escape instead of simply jumping out like I ordered them to.
Perhaps the idea would be better put like this: make your orders override the 'escape from' command, after all, that's what military personnel are supposed to do, listen to orders, not run, even if it means their death.
Cheers
Perhaps the idea would be better put like this: make your orders override the 'escape from' command, after all, that's what military personnel are supposed to do, listen to orders, not run, even if it means their death.
Cheers

RE: Master Wishlist Thread
it is possible that it is bugged.
I think there should be a key and button that temporarily disables all automation.
I think there should be a key and button that temporarily disables all automation.
I do not have a superman complex; for I am God, not Superman.
RE: Master Wishlist Thread
Ability to form a task force with multiple fleets for a specific mission. The task force will begin mission when all ships are fueled and disband when complete the mission.
nammafia
RE: Master Wishlist Thread
there are a few things that could be done that would really help, especially with the interface
a fast way to pull up the detail about a ship would help alot, cargo, components etc etc.
there should be a way to order your ships to do something that overwrites their behavior setting, IE, if your colony ship decides it can outrun those pirates it found hiding at your potential colony instead of warping out. or your troop transport to suicide run its troops to the world instead of running when its shields are at 20% and spacing your army
there should be an improved menu ALA sins of a solar empire, a quick way to access build menues from a higher zoom. the construction menu is just not good enough.
in general there needs to be more ways to access information or issue orders in a timely way without feeling like you need to pause the game
EDIT: in addition, there needs to be more diplomacy options, i want to be able to trade for access to the super rare spices or to trade worlds
a fast way to pull up the detail about a ship would help alot, cargo, components etc etc.
there should be a way to order your ships to do something that overwrites their behavior setting, IE, if your colony ship decides it can outrun those pirates it found hiding at your potential colony instead of warping out. or your troop transport to suicide run its troops to the world instead of running when its shields are at 20% and spacing your army
there should be an improved menu ALA sins of a solar empire, a quick way to access build menues from a higher zoom. the construction menu is just not good enough.
in general there needs to be more ways to access information or issue orders in a timely way without feeling like you need to pause the game
EDIT: in addition, there needs to be more diplomacy options, i want to be able to trade for access to the super rare spices or to trade worlds
RE: Master Wishlist Thread
another thing i would like to add:
currently choosing a planet to colonize does not feel very meaningful. because there is no cost to maintain newly settled colonies, a viable strategy mid game is to just go down the list and press build colony ship on everything that is not a shade of red.
it just does not feel very meaningful, adding a cost to maintain newly settled colonies would go a long way to making the mid game feel alot more special, and add a greater appreciation and dependency on the worlds you turn around and start making money from
currently choosing a planet to colonize does not feel very meaningful. because there is no cost to maintain newly settled colonies, a viable strategy mid game is to just go down the list and press build colony ship on everything that is not a shade of red.
it just does not feel very meaningful, adding a cost to maintain newly settled colonies would go a long way to making the mid game feel alot more special, and add a greater appreciation and dependency on the worlds you turn around and start making money from
RE: Master Wishlist Thread
Please add the ability to tag systems similar to how its done in the Majesty games. Being able to tag system to be explored, avoided by civilians, focused on for development, etc would make the player feel like they have alot more control over the game.
RE: Master Wishlist Thread
This is a REALLY GOOD suggestion. I can think of a whole lot of tags that would be very helpful, yet this method adds very little micro-management because once a tag is given, it stays there...DW guys should definitely try and do this. It might require a bit of coding on their part, but the payoff could be phenomenal.
RE: Master Wishlist Thread
ORIGINAL: jeffreyb
Please add the ability to tag systems similar to how its done in the Majesty games. Being able to tag system to be explored, avoided by civilians, focused on for development, etc would make the player feel like they have alot more control over the game.
I agree with this! I was just trying to do that last night thinking it was something you could do already. I'd be happy with just an general "avoid" tag on systems or locations. Annoying when my civ and military ships keep getting themselves killed in an obviously dangerous system or trade route.
While we are going on about tags.. how about a tag system not to just to do minor things, but ones that set up "missions". For example tag a system as a "threat" to be neutralized. The AI will dispatch a group of ships to take out a pirate base, clean the system out of monsters, etc. Whatever the system or area was tagged as being required. Would love to also be able to tag ships for repairs and the AI automatically dispatch someone to do that.
While we are talking about repairs.. could we set a class of ships that are just for repairing other ships? So we can just build them and let them take care of that.. with out having to worry about our constructor ships auto building mines and other things we don't want done.
The ability to set up custom roles and sub roles would be nice.
Also for more tech; I would love to see the ability to research worm holes, jump gates, or jump ramps that super speed up ships temporarily by flinging them straight towards there destination. Be nice to be able to set up ability to quickly reroute ships for military or trade reasons.
Be nice also to be able to have to worry about more then one Galaxy. Lot of little stories in the game about aliens coming from other Galaxies. Would love to be able to invade another galaxy while still playing the one your in.
I can see it now; you having to fight for a foothold in another galaxy against a super power there. Or a species in your own galaxy suddenly getting more advance and power due to its secret trading with a powerful from another galaxy it made contact with.
RE: Master Wishlist Thread
+10
ORIGINAL: jeffreyb
Please add the ability to tag systems similar to how its done in the Majesty games. Being able to tag system to be explored, avoided by civilians, focused on for development, etc would make the player feel like they have alot more control over the game.
Lifetime "You Magnificent Bastard!" callouts: 5
Lifetime slaps across the face by a female: 2
Lifetime games that hold my attention longer than a month: 3
Lifetime slaps across the face by a female: 2
Lifetime games that hold my attention longer than a month: 3
RE: Master Wishlist Thread
Love this idea of tag. Such a good idea should be implemented.
I also ask for specialized repair ship controlled by players or allow private sector the ability to repair tagged damaged ships for a price.
I also ask for specialized repair ship controlled by players or allow private sector the ability to repair tagged damaged ships for a price.
nammafia
RE: Master Wishlist Thread
I am not sure I understand the idea, can you clarify a bit what you mean by this suggestion?ORIGINAL: nammafia
I also ask for specialized repair ship controlled by players or allow private sector the ability to repair tagged damaged ships for a price.
I do not have a superman complex; for I am God, not Superman.
- WriterNotViking
- Posts: 94
- Joined: Sat Aug 07, 2010 6:13 am
- Location: The Netherlands
RE: Master Wishlist Thread
How about the ability to automate ships, but give them a very non-specific set of orders, such as "attack enemy cargo ships/research bases/mining stations", "escort cargo ships/", "search for and destroy pirate bases", etc.
Also, the ability to collect ships into a fleet, then give them those types of orders to carry out individually. This would enable the creation of a fleet entitled, say, "Escorts" and have all ships in that fleet individually act as escorts.
Thanks to all involved for creating a great game and, even better, working so hard to improve it further.
Calm down, dear boy! We're writers, not Vikings...
RE: Master Wishlist Thread
- It would make sense to allow us to retrofit/scrap mining stations. And actually to make them government property.
It is impossible to make use of any upgrades I get through tech at the moment. I could have a design for a gas mining station with fifty of the best gas miners in the game, the starting stations at my home system will still only have one miner of the lowest tech level. And there is nothing I can do about it, except leave them undefended and hope someone sends a ship to shoot them out of orbit.
Since I am in charge of building these stations, have to pay for them myself, and am in charge of the construction ships, it would make sense if I owned these stations and was also allowed to retrofit or scrap them. If the private sector wants to operate mining stations, they should pay for their construction, or give me a return on my investment.
- Private sector should make their own designs
Since I'm not supposed to be in control of the private sector, I don't see why I have to design their ships for them. Let them do it themselves. And, on a side note, mining stations could fall under that as well. As long as they're getting retrofitted I'm good...
It is impossible to make use of any upgrades I get through tech at the moment. I could have a design for a gas mining station with fifty of the best gas miners in the game, the starting stations at my home system will still only have one miner of the lowest tech level. And there is nothing I can do about it, except leave them undefended and hope someone sends a ship to shoot them out of orbit.
Since I am in charge of building these stations, have to pay for them myself, and am in charge of the construction ships, it would make sense if I owned these stations and was also allowed to retrofit or scrap them. If the private sector wants to operate mining stations, they should pay for their construction, or give me a return on my investment.
- Private sector should make their own designs
Since I'm not supposed to be in control of the private sector, I don't see why I have to design their ships for them. Let them do it themselves. And, on a side note, mining stations could fall under that as well. As long as they're getting retrofitted I'm good...

RE: Master Wishlist Thread
ORIGINAL: genveir
- Private sector should make their own designs
Since I'm not supposed to be in control of the private sector, I don't see why I have to design their ships for them. Let them do it themselves. And, on a side note, mining stations could fall under that as well. As long as they're getting retrofitted I'm good...![]()
+1
I do not have a superman complex; for I am God, not Superman.
RE: Master Wishlist Thread
Fuel supply ships that can join fleets and auto refuel military ships when needed. Of course this would come a price, since otherwise the strategic element of limited range due to fuel constrains would be lost.
Please add some additional fuel capacity to default military designs so that they have a somewhat larger range of operations (perhaps an extra tank?). Currently, refueling is too much of a pain.
Please add some additional fuel capacity to default military designs so that they have a somewhat larger range of operations (perhaps an extra tank?). Currently, refueling is too much of a pain.