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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NephilimNexus
Posts: 194
Joined: Tue Sep 02, 2014 1:25 pm

RE: Master Wishlist Thread

Post by NephilimNexus »

Allow proper retiring of space facilities.

Meaning that instead of just "scrap" and losing everything on board, you should be able to order a base to be "retired." At this point it's extractors shut down and freighters are queued-up to remove all the cargo and ship it to other locations. The the base begins to disassemble itself into parts, which freighters would also collect, with the docking bays last.
scbfromnc
Posts: 18
Joined: Sun Jul 22, 2007 9:54 pm

RE: Master Wishlist Thread

Post by scbfromnc »

Empire Navigation Tool: Potential Colonies - name turns to a particular color when you've selected it for colonization. Allows a quick scan to see how many upcoming colonies you'll have.

Empire Navigation Tool: Include Colony Ships (perhaps under Explorers button) so you can see build progress easily.

Screen Launch Buttons (at top of main screen): Ships button should remember last setting. For ex if I select Military Ships and exit, it should default back to Military Ships (instead of All Ships) when I go back to that screen. Same with Expansion Planner -- the top half of that screen remembers (for ex if I select sort by resource type) but the bottom half of the screen doesn't remember (for ex, if I select Empire Resource Locations) and defaults back to Potential Colonies.

Empire Navigation Tool: Make the Fuel Remaining icon and Automation icon different colors (under, for ex., Exploration Ships, Construction Ships, etc) so it's easier to see which ships are automated.

Allow Edit of a Queue: For ex., if I select a planet to have mining station to be built, allow me to remove it from the queue. Allow me to see and re-arrange the queue.

Screen Launch Buttons: When I open a screen, allow me to drag it around to different positions on the screen. Allow me to have different screens active -- this seems to work with some screens, particularly the other Screen Launch Buttons, but other screens like the Empire Navigation Tool can't be interacted with when a Screen Launch Button is active.



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lurchi
Posts: 319
Joined: Tue Jun 10, 2014 4:25 pm
Location: LV-223

RE: Master Wishlist Thread

Post by lurchi »

[&o][&o]Things I'd like to have in the order of importance.[&o][&o]

* Allow more ressources to affect races in the race files. Right now there are 3, I need 7 to implement the 4 different kinds of drugs I've added which have various effects. That also gives the pirates more contraband.

* Allow more than 1000 research projects. I'd need 1200 to implement everything already planned.

* Add a description field for components similar to facilities and plagues.
OR (even better)
* Allow adding new content like component descriptions to the galactopedia. I have added description pages for several new weapon types, but they don't show up at all.

* Include bonus/malus for weapons like targeting or striking against shields/armor in the components file instead of hardcoding them. It would be great if there were a new option for the weapon's impact on the crew so I could create a real death ray.

* Allow setting a certain diplomatic penalty for the use of "evil" tech (now hardcoded only for bombardment and planet destruction).

*Allow defining new facilities similar to wonders, if possible with more influence options.

* Allow building more and various planetary weapons. As of now only one weapon per planet is possible.

* Allow alternate weapons for fighters and bombers and apply their special properties.

* Further raise the max number of components. I'm at 293 already and there still are a bunch of race techs to add. A few more would be nice, but I can also delete some obsolete vanilla ones.

* Allow restricting research projects to certain governments similar to restricing them to races.

* Allow more races. The more the better, but at least 100. A team of modders is thinking about a mega mod for DW Universe and 50 is way to low.

Also thanks for what you already did. Great job. [:)]
fruitgnome
Posts: 597
Joined: Wed Jun 04, 2014 11:49 am

RE: Master Wishlist Thread

Post by fruitgnome »

THX to everyone who developed this great nearly fantastic game. Please make lurchis mod possible! [&o][&o][&o]THX

Edit:
If a game needs a brightness, contrast and gamma settings then it is this game!
slaxis
Posts: 11
Joined: Mon Sep 22, 2014 4:47 pm

RE: Master Wishlist Thread

Post by slaxis »

ORIGINAL: FrancoisH
- The Fleet UI design, to be able to see precisely what's inside it... or to define a fleet template to initiate building for missing kind of ship into it.
- The Ships UI design, to be able to filter more specifically ships by type (sub category?) or give the ability to sort by more than one field. (I.E filter 1st by fleet and 2nd by ship type in military category).
- Some histograms of the success progress over time to see how you perform.

Great ideas, I agree fully. Probably you like to play the game like me, design the ships and see how the war effort goes without having to micro alot.

Split two different kind of fleet automations on different policy configurations: Fleet management (i.e., how the AI create the fleets and assign ships to it), making it possible to have raid fleets, colony conquering fleets OR expand the number of roles (Escort, Frigate, etc). I usually like to have ships focused on damage output, other focused on disabling and "tractor beaming" people... And I'd like to balance my fleets with different proportions of those specialized ships. And the second policy about fleets being Fleet Postures automation. When to assign defensive fleets to colonies, offensive fleets, so on.

Other ideas about diplomacy management. I think the AI prompts ALOT for the same kind of deal, like, the same race dozens of time prompting for mutual defense pacts when I don't want. If I put management on automation the AI signs those deals with ppl I don't want any relations (and I'm end up on war against few races on the other side of the galaxy without any reason). So, I'd like to be able to specify automated responses for each kind of deal, or conditions about when to accept some kinds of deal like (Mutual Defense Pacts - Only With "Delighted" relationship and so on).

And is it possible to accept/refuse the deals with left/right mouse click DIRECT on the "alarm" that prompts on the right side of the screen? I usually play galaxies with alot of ppl, like, 19 opponents. Even on the early game, on 4x speed, the amount of AI prompting for deals, is annoying. Then, if I let the policy automated, I end up with deals I don't want. So, as you can't talk to other AIs while the game is running (as when diplomacy windows pops, the game pauses), it's BORING to click on ALL those propositions accepting/refusing it. If I'm able to accept or deny by clicking on it, without opening the diplomacy window, it would be faster and fun!
slaxis
Posts: 11
Joined: Mon Sep 22, 2014 4:47 pm

RE: Master Wishlist Thread

Post by slaxis »

Those diplomacy settings would detail mining and fuels rights also. I like to concede fuels rights to my allies, but I don't like people mining on my territory :)
fruitgnome
Posts: 597
Joined: Wed Jun 04, 2014 11:49 am

RE: Master Wishlist Thread

Post by fruitgnome »

It would be nice to have the option, that the sound is disabled while saving, so it were possible to do something till the save ends. My savegames have now a size of 180 MB. And maybe the option, that the game is paused after saving.
joproulx99
Posts: 24
Joined: Wed Sep 10, 2014 5:44 pm

RE: Master Wishlist Thread

Post by joproulx99 »

Please make .wav to work in /sound/effect/''race'' subdirectories so we can give different sounds for weapons and engines for each race. Right now only .mp3 seem to work.
joproulx99
Posts: 24
Joined: Wed Sep 10, 2014 5:44 pm

RE: Master Wishlist Thread

Post by joproulx99 »

Oh I forgot, fix component 256 bug! for HIGHLY anticipated lurchi's and beyond mods :) (at least if you cant/wont fix it tell the comunity...)
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SVWGiant
Posts: 24
Joined: Sun Sep 18, 2011 9:51 pm

RE: Master Wishlist Thread

Post by SVWGiant »

My wishes are

1) systems with more than 1 sun (like Alpha Centauri)
2) astroid fields around the hole system
3) elemination of the limit of planet textures in images\environment\planets\***
fierceking
Posts: 236
Joined: Fri Jul 23, 2010 9:54 pm

RE: Master Wishlist Thread

Post by fierceking »

I want to help fix Tech Trading and I think I have a partial solution.


This is a sample from my mod and lists the research the AI will follow during the game.

WeaponsResearchProjectOrder ;6, 67, 33, 7, 324, 48, 34, 530, 344, 346, 57, 531, 313, 309, 22, 336, 792, 330, 68, 503, 16, 58, 63, 49, 318, 355, 532, 50, 39, 722, 23, 19, 51, 275, 533, 319, 297, 356, 743, 276, 64, 321, 370, 534, 725, 299, 40, 357, 535, 358, 327, 52, 314, 21, 536, 744, 537, 572, 45, 793, 504, 727, 277, 59, 300, 41, 18, 750, 768, 46, 60, 573, 654, 273, 328, 54, 315, 65, 729, 813, 814, 794, 371, 693, 675, 618, 35, 61, 815, 745, 278, 55, 316, 694, 731, 66, 62, 662, 695, 506, 816, 279, 672, 511, 508, 20, 406, 325, 329, 795, 746, 665, 666, 565, 512, 817, 796, 43, 676, 619, 673, 667, 668, 297, 299, 769, 574, 300, 663, 485, 510, 513, 818, 797, 770, 326, 281, 747, 669, 670, 751, 748, 678, 679, 676, 680, 664, 723, 677, 681, 620, 671, 44, 698, 819, 659, 674, 699, 798, 771, 752, 749, 753, 700

EnergyResearchProjectOrder ; 95, 123, 850, 363, 166, 133, 74, 96, 851, 280, 415, 852, 92, 822, 167, 853, 134, 361, 160, 75, 145, 172, 93, 823, 139, 854, 824, 80, 120, 135, 97, 103, 161, 131, 855, 98, 99, 81, 100, 825, 124, 419, 826, 856, 71, 162, 82, 931, 132, 857, 125, 121, 827, 858, 471, 94, 949, 101, 173, 478, 147, 102, 859, 122, 126, 298, 473, 828, 950, 135, 148, 896, 887, 465, 932, 434, 149, 860, 829, 907, 897, 861, 437, 466, 150, 435, 933, 908, 934, 930, 935, 831, 951, 843, 844

HighTechResearchProjectOrder ; 227, 249, 395, 235, 253, 222, 221, 224, 220, 226, 225, 345, 396, 269, 188, 182, 966, 262, 212, 283, 967, 189, 183, 398, 391, 968, 270, 245, 204, 228, 250, 263, 254, 969, 190, 184, 191, 185, 264, 397, 386, 271, 246, 284, 236, 205, 265, 970, 392, 223, 282, 192, 186, 251, 255, 242, 436, 266, 971, 213, 199, 206, 207, 252, 256, 247, 214, 267, 193, 187, 982, 439, 457, 460, 405, 229, 239, 440, 972, 445, 443, 458, 461, 243, 231, 446, 444, 983, 989, 459, 462, 208, 393, 215, 973, 990, 238, 994, 248, 201, 216, 209, 230, 240, 995, 244, 449, 447, 456, 404, 400, 401, 403, 402, 424, 217, 210, 448, 450, 425, 218, 203, 394, 211, 453, 451, 452, 455, 426


These are what the AI needs to progress in the game. Since now we know what the AI needs, we can then use these numbers as a check when trading.

The problem with tech trading is that it's pretty much considered as a way to cheat since you can trade any tech you want to the stupid AI for huge amounts of cash. But since we know what the AI needs from this list of numbers, we can now fix this.

During a trade, The AI will check these numbers and see if you have any of these that it needs. If you don't have any of the ones listed above, then no trade can occur. So as the player, you can't trade your Area weapon tech which the AI doesn't need for huge sums of money. If a trade occurs then both the player and the AI will benefit from the trade and not just the player.


With this solution, the AI can then trade with other AI, since they now have a list of what they need. And since the AI can now trade without restriction, the player can do the same without feeling like they are cheating. Since we now know that both parties will benefit from the trade.

This will give DW - Universe a new layer of playability where the player can wheel and deal their way to get better techs without thinking that tech trading isall about cheating.
sedmi patuljak
Posts: 19
Joined: Thu Apr 21, 2011 6:37 am

RE: Master Wishlist Thread

Post by sedmi patuljak »

We can see demographics for planets, but there is no demographics tab to tell us how many different races lives in empire and their number. Only information available is total number of citizens and total number of citizens that belong to the ruling race.
catweasel
Posts: 63
Joined: Tue Nov 26, 2013 1:27 pm

RE: Master Wishlist Thread

Post by catweasel »

More information when AI proposes a deal in order to accept /reject it. Currently I e.g. get "We like to trade mining station Alpha (C4), Beta (H7) and Gamma (A2) for Foo Monitoring Station (G7)". As this prompt blocks the screen, it's almost impossible to find out what the offered stations are mining, so I always end up in writing down the details, rejecting the deal, then research about the stations mentioned and re-propose the deal again later.
Modifing the UI to list the stations individually with option to "go to station" would simplying things a lot. Same for all diplomatic deals, a more easy way to find out about the underlying numbers would help a lot.
Von Roon
Posts: 28
Joined: Sun Jan 06, 2013 4:48 am

RE: Master Wishlist Thread

Post by Von Roon »

Haven't read through all 62 prior pages so this may be a duplicate. I'd like to see more information about the status of things. For example, I'd like to be able to see ships building by type, status, and projected completion date on a separate window instead of hunting my shipyards. I'd also like to see some more organization to the expansion planner window. It would be nice to be able, after selecting a given resource, to be able to rank the lists of locations by the percentage of the resource present (100 - 1). It would also be nice to look at projected ship classes or refits by ranked order of the resources a build or refit would take with some indication of quantity -- either for the refit or an individual ship. Being able to go from items on the sidebar to the map in the same way as clicking on the lower left window would be nice.

No griping here -- it's a great game.
aaatoysandmore
Posts: 2846
Joined: Wed Sep 11, 2013 1:35 pm

RE: Master Wishlist Thread

Post by aaatoysandmore »

ORIGINAL: fierceking

I want to help fix Tech Trading and I think I have a partial solution.


This is a sample from my mod and lists the research the AI will follow during the game.

WeaponsResearchProjectOrder ;6, 67, 33, 7, 324, 48, 34, 530, 344, 346, 57, 531, 313, 309, 22, 336, 792, 330, 68, 503, 16, 58, 63, 49, 318, 355, 532, 50, 39, 722, 23, 19, 51, 275, 533, 319, 297, 356, 743, 276, 64, 321, 370, 534, 725, 299, 40, 357, 535, 358, 327, 52, 314, 21, 536, 744, 537, 572, 45, 793, 504, 727, 277, 59, 300, 41, 18, 750, 768, 46, 60, 573, 654, 273, 328, 54, 315, 65, 729, 813, 814, 794, 371, 693, 675, 618, 35, 61, 815, 745, 278, 55, 316, 694, 731, 66, 62, 662, 695, 506, 816, 279, 672, 511, 508, 20, 406, 325, 329, 795, 746, 665, 666, 565, 512, 817, 796, 43, 676, 619, 673, 667, 668, 297, 299, 769, 574, 300, 663, 485, 510, 513, 818, 797, 770, 326, 281, 747, 669, 670, 751, 748, 678, 679, 676, 680, 664, 723, 677, 681, 620, 671, 44, 698, 819, 659, 674, 699, 798, 771, 752, 749, 753, 700

EnergyResearchProjectOrder ; 95, 123, 850, 363, 166, 133, 74, 96, 851, 280, 415, 852, 92, 822, 167, 853, 134, 361, 160, 75, 145, 172, 93, 823, 139, 854, 824, 80, 120, 135, 97, 103, 161, 131, 855, 98, 99, 81, 100, 825, 124, 419, 826, 856, 71, 162, 82, 931, 132, 857, 125, 121, 827, 858, 471, 94, 949, 101, 173, 478, 147, 102, 859, 122, 126, 298, 473, 828, 950, 135, 148, 896, 887, 465, 932, 434, 149, 860, 829, 907, 897, 861, 437, 466, 150, 435, 933, 908, 934, 930, 935, 831, 951, 843, 844

HighTechResearchProjectOrder ; 227, 249, 395, 235, 253, 222, 221, 224, 220, 226, 225, 345, 396, 269, 188, 182, 966, 262, 212, 283, 967, 189, 183, 398, 391, 968, 270, 245, 204, 228, 250, 263, 254, 969, 190, 184, 191, 185, 264, 397, 386, 271, 246, 284, 236, 205, 265, 970, 392, 223, 282, 192, 186, 251, 255, 242, 436, 266, 971, 213, 199, 206, 207, 252, 256, 247, 214, 267, 193, 187, 982, 439, 457, 460, 405, 229, 239, 440, 972, 445, 443, 458, 461, 243, 231, 446, 444, 983, 989, 459, 462, 208, 393, 215, 973, 990, 238, 994, 248, 201, 216, 209, 230, 240, 995, 244, 449, 447, 456, 404, 400, 401, 403, 402, 424, 217, 210, 448, 450, 425, 218, 203, 394, 211, 453, 451, 452, 455, 426


These are what the AI needs to progress in the game. Since now we know what the AI needs, we can then use these numbers as a check when trading.

The problem with tech trading is that it's pretty much considered as a way to cheat since you can trade any tech you want to the stupid AI for huge amounts of cash. But since we know what the AI needs from this list of numbers, we can now fix this.

During a trade, The AI will check these numbers and see if you have any of these that it needs. If you don't have any of the ones listed above, then no trade can occur. So as the player, you can't trade your Area weapon tech which the AI doesn't need for huge sums of money. If a trade occurs then both the player and the AI will benefit from the trade and not just the player.


With this solution, the AI can then trade with other AI, since they now have a list of what they need. And since the AI can now trade without restriction, the player can do the same without feeling like they are cheating. Since we now know that both parties will benefit from the trade.

This will give DW - Universe a new layer of playability where the player can wheel and deal their way to get better techs without thinking that tech trading isall about cheating.

I never tech trade as this is a form of cheating to me. I will trade MY techs to the AI for mining rights or something but never for another tech I don't have. Makes for good games when one doesn't cheat.
fierceking
Posts: 236
Joined: Fri Jul 23, 2010 9:54 pm

RE: Master Wishlist Thread

Post by fierceking »

ORIGINAL: aaatoysandmore

ORIGINAL: fierceking

I want to help fix Tech Trading and I think I have a partial solution.


This is a sample from my mod and lists the research the AI will follow during the game.

WeaponsResearchProjectOrder ;6, 67, 33, 7, 324, 48, 34, 530, 344, 346, 57, 531, 313, 309, 22, 336, 792, 330, 68, 503, 16, 58, 63, 49, 318, 355, 532, 50, 39, 722, 23, 19, 51, 275, 533, 319, 297, 356, 743, 276, 64, 321, 370, 534, 725, 299, 40, 357, 535, 358, 327, 52, 314, 21, 536, 744, 537, 572, 45, 793, 504, 727, 277, 59, 300, 41, 18, 750, 768, 46, 60, 573, 654, 273, 328, 54, 315, 65, 729, 813, 814, 794, 371, 693, 675, 618, 35, 61, 815, 745, 278, 55, 316, 694, 731, 66, 62, 662, 695, 506, 816, 279, 672, 511, 508, 20, 406, 325, 329, 795, 746, 665, 666, 565, 512, 817, 796, 43, 676, 619, 673, 667, 668, 297, 299, 769, 574, 300, 663, 485, 510, 513, 818, 797, 770, 326, 281, 747, 669, 670, 751, 748, 678, 679, 676, 680, 664, 723, 677, 681, 620, 671, 44, 698, 819, 659, 674, 699, 798, 771, 752, 749, 753, 700

EnergyResearchProjectOrder ; 95, 123, 850, 363, 166, 133, 74, 96, 851, 280, 415, 852, 92, 822, 167, 853, 134, 361, 160, 75, 145, 172, 93, 823, 139, 854, 824, 80, 120, 135, 97, 103, 161, 131, 855, 98, 99, 81, 100, 825, 124, 419, 826, 856, 71, 162, 82, 931, 132, 857, 125, 121, 827, 858, 471, 94, 949, 101, 173, 478, 147, 102, 859, 122, 126, 298, 473, 828, 950, 135, 148, 896, 887, 465, 932, 434, 149, 860, 829, 907, 897, 861, 437, 466, 150, 435, 933, 908, 934, 930, 935, 831, 951, 843, 844

HighTechResearchProjectOrder ; 227, 249, 395, 235, 253, 222, 221, 224, 220, 226, 225, 345, 396, 269, 188, 182, 966, 262, 212, 283, 967, 189, 183, 398, 391, 968, 270, 245, 204, 228, 250, 263, 254, 969, 190, 184, 191, 185, 264, 397, 386, 271, 246, 284, 236, 205, 265, 970, 392, 223, 282, 192, 186, 251, 255, 242, 436, 266, 971, 213, 199, 206, 207, 252, 256, 247, 214, 267, 193, 187, 982, 439, 457, 460, 405, 229, 239, 440, 972, 445, 443, 458, 461, 243, 231, 446, 444, 983, 989, 459, 462, 208, 393, 215, 973, 990, 238, 994, 248, 201, 216, 209, 230, 240, 995, 244, 449, 447, 456, 404, 400, 401, 403, 402, 424, 217, 210, 448, 450, 425, 218, 203, 394, 211, 453, 451, 452, 455, 426


These are what the AI needs to progress in the game. Since now we know what the AI needs, we can then use these numbers as a check when trading.

The problem with tech trading is that it's pretty much considered as a way to cheat since you can trade any tech you want to the stupid AI for huge amounts of cash. But since we know what the AI needs from this list of numbers, we can now fix this.

During a trade, The AI will check these numbers and see if you have any of these that it needs. If you don't have any of the ones listed above, then no trade can occur. So as the player, you can't trade your Area weapon tech which the AI doesn't need for huge sums of money. If a trade occurs then both the player and the AI will benefit from the trade and not just the player.


With this solution, the AI can then trade with other AI, since they now have a list of what they need. And since the AI can now trade without restriction, the player can do the same without feeling like they are cheating. Since we now know that both parties will benefit from the trade.

This will give DW - Universe a new layer of playability where the player can wheel and deal their way to get better techs without thinking that tech trading isall about cheating.

I never tech trade as this is a form of cheating to me. I will trade MY techs to the AI for mining rights or something but never for another tech I don't have. Makes for good games when one doesn't cheat.

You obviously don't understand what I posted. The solution I provided fixes the problem of players thinking tech trading as cheating.

My solution makes it so that you cant' cheat from the trade so you can do as many tech trading as you want.
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Premislaus
Posts: 26
Joined: Wed Jun 11, 2014 4:23 pm
Location: Poland
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RE: Master Wishlist Thread

Post by Premislaus »

The ability to indicate what weapons be used in automatic projects. For example, phasers instead of lasers or missiles for escorts, torpedoes for frigates, etc.
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MasterChief
Posts: 159
Joined: Mon Feb 09, 2004 12:29 am
Location: The Hundred Fathom Curve

my two cents

Post by MasterChief »

I did a quick search and didn't find anything similar so here it goes...

Wish 1 - Ability to define planets, star systems and even sectors "off limits" to my own units. For example, I know that a particular system is infested with silver mist or heavy concentration of kaltors. I can quarantine it until prepared to deal with the threat. Or, if a race declares war, I can designate it's territories "off limits" to my non-military war ships.

Wish 2 - Be able to claim a planet or system as my own, even though it is outside my zone of influence. Of course, other race's characteristics or strategic concerns may mean I have to fight to preserve my claim [;)]

Wish 3 - Incursions into other races territories (raids, building mining facilities, capturing colonies) can be done without declaring war. Of course these actions most assuredly COULD lead to war, or at the least reprisals.
Chief of the Watch... Over the 1MC, pass the word... "DIVE!" "DIVE!"... sound two blasts of the Diving Alarm ... and pass the word, "DIVE! "DIVE!"
bluestrike15
Posts: 22
Joined: Fri May 30, 2014 5:20 pm

RE: Master Wishlist Thread

Post by bluestrike15 »

Wish 1: Have an option if new empires starting from independents start with standard techs or pre-warp techs

Wish 2: In the design interface, allow us to set up which components will be built first in each design
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Grauer_Wolf
Posts: 24
Joined: Sun Jun 17, 2007 8:49 pm
Location: Hannover/Germany

RE: Master Wishlist Thread

Post by Grauer_Wolf »

The biggest wish : a german tanslation for the Universe edition !

That would be wonderful !!!!

[&o][&o][&o]
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