Let us know what you'd like in v1.03

Wow.  We're just so happy that people are liking the game.  We're also happy that the reviews are coming out very positive so far.  And, well, we're definitely happy with the sales.  It's doing even better than Galactic Civilizations II did which was really well.

Here's our upcoming schedule:

  1. Get a v1.03 update out
  2. Make Demo
  3. Start work on v1.04

We hope to get v1.03 out by the end of the month (no promises though). Ironclad (and Stardock) are pretty exhausted from the final weeks of effort and the first week of launch so resting will be done. :)

So think of v1.03 as a few key tweaks that you think would really make the game more enjoyable not just for you but other people.

Here's an example of things we're talking about right now:

  • Updated AI players
  • More Game Speed Options
  • More aggressive AI players replacing dropped players (i.e. active AI)
  • AI surrendering
  • Improvements to ICO
  • Unit cap increases

We have lots of ideas. But the key thing to remember, we want to get 1.03 out this month if possible. So sure, we can all imagine things like random events or fancier diplomacy or other things of that nature but those would take far too long to get into the game.

 

556,090 views 1,040 replies
Reply #1 Top
Quick diplomacy fix: make everyone start as neutral instead of shoot on sight. This would make the current diplomacy system useable atleast.

You would have to declare war before your ships start shooting others down.

Be sure the AI doesn't exploit it too.
Reply #2 Top
Stretching out the supply cap might placate people who feel that defense is too weak.

Or a reduction in the amount of tactical slots a phase jump inhibitor requires, so you can more easily stack it.
Reply #3 Top
The impotence of Phase Jump Inhibitors is the biggest problem with the game right now, and it causes a lot of secondary problems. I know we don't all agree on the best way to fix it, but I hope 1.03 will make the PJI more effective in some way. Even if it's not the ultimate solution to the problems with PJI, it would be great to see a step in the right direction.
Reply #4 Top
Triple phase inhibitor's jump delay time and have i effect the entire grav well in addition to Kade's above post.
Reply #5 Top
on the IN GAME map creator, there needs to be a way to determine WHERE all of the starting planets are going to be placed, I.E. I may want randomness in how the planets are interwoven, but I only want THREE ai per star, or I want all ai to start on THAT star, or I want all teams to start in different stars etc.

that one single aspect needs to be advanced.
Reply #6 Top
I want the PJI to return to the way it was in the beta, where it prevented all jumping out of a system to any of your territories until it was destroyed.

At least then there was a point in building it.

Also ICO should show who made a game. Currently that is present in the title, but titles are often changed.
Reply #7 Top
Triple phase inhibitor's jump delay time and have i effect the entire grav well in addition to Kade's above post.
End of quote


250% times 3 times (1x) where x is the number of inhibitors? That would be a maximum of over 26250% jump time. Plus gravity well wide coverage?
Reply #8 Top
Phase jump inhibitor, doesnt have to be like beta, but make it alot more effective (especially if the enemy is jumping into your other systems) and the whole grav well.

Reply #9 Top
I think a nice beginning fix for PJI's would either to lower the tactical cap as said above, or increase the range so a single one will cover a full planet. Maybe a good way to balance out having increased jump time vs defenses could be to keep their current cap, but give them a stacking bonus to jump time. So you could have more PJI's at the cost of less actual defenses in a system.
Reply #10 Top
Maybe a good way to balance out having increased jump time vs defenses could be to keep their current cap, but give them a stacking bonus to jump time. So you could have more PJI's at the cost of less actual defenses in a system.
End of quote



It doesn't already? I thought it did!
Reply #11 Top
AI doesnt seem to deal with the metal/crystal extractors in asteroid belts and the such (off the top of my head I dont think I have seen them take one). When I capture them, they simply ignore the fact that they are there. I had some in there territory and could see the fleets moving about, however they never did capture them.
Reply #12 Top
I'd like to be able to have a mode were you start with the most basic things. A couple of planets, 2x military, 2x civilian research stations, mining buildings on all available asteroids, 5 frigates, a capital ship building. This would ofcourse be a kind of a 'get into the game fast' kind of mode. My main problem with this game is that it takes so long before you actually get to really play for real.
Reply #13 Top
AI doesnt seem to deal with the metal/crystal extractors in asteroid belts and the such (off the top of my head I dont think I have seen them take one). When I capture them, they simply ignore the fact that they are there. I had some in there territory and could see the fleets moving about, however they never did capture them.
End of quote


I've seen it happen once, on a single extractor, in a 1v1 map. But they sure don't pay them any mind. Jikara Navigators jumping in and out of an asteroid belt and not a single one can be arsed to try and take my mining colonies away from me.

I'd like to be able to have a mode were you start with the most basic things. A couple of planets, 2x military, 2x civilian research stations, mining buildings on all available asteroids, 5 frigates, a capital ship building. This would ofcourse be a kind of a 'get into the game fast' kind of mode. My main problem with this game is that it takes so long before you actually get to really play for real.
End of quote


A quick-start option would be very nice, I agree.
Reply #14 Top
I love that you guys are so in touch with the players, it really means alot. I think what you guys are tackilig for 1.03 is good stuff. You should definetly make the AI capable of surrender. I don't know about making it harder though, cause they seem to do pretty damn well as it is.

PJI inhibitors also really need to be tweaked.

I would love it if for this patch you guys could improve the UI to include data regarding the affects of shield generators, PJI, and broadcast center. It would be nice to know exactly how much of an impact these structures have.

With the Unit Cap's I really think you should be careful. It should be stongly based the number of planets per map. As is the small and medium maps are in my opnion perfect with the current ship caps. Maybe a small increase in medium maps but not small maps.
Reply #15 Top
I'd love to be able to select which skybox a game would use. All of the art is very well done for the skyboxes, but some are just easier on the eyes to pick out objects against. My notable favorite is the very bright white one which looks like you are in the galactic core. The hardest one for me to play with is the almost pure black background with just a few stellar phenomena present. Perhaps an option on the setup screen (where you pick the game speed) to pick between random and all of the available skyboxes could be added.

Thanks for the great game! :CONGRAT:
Reply #16 Top
Perhaps randomize the pirate attack timer a bit? Less predictable... drunken pirates? :LOL:
Reply #17 Top
Adding game speeds and AI replacing dropped players are the only must haves for a final February patch.

Others depending on time/difficulty:
- Make PJIs more useful either by reducing tactical slots/lowering cost or increasing individual effectiveness.
- Check to make sure AI gives reasonable missions or offer greater rewards/less loss for attacking empires far away.
- Change ICO so the player list does not refresh when a new person joins (so that you can actually scroll down the list).
- Harder AI.
Reply #18 Top
An option for hosts of a MP game or an option in SP to allow PJI's to completly block ALL movement in the affected area. The option could be called "Full PJI Blockage" It would definatly be nice to have options ^_^ Just my little idea seeing as I have a nice PJI strategy for my favorite map "Gateway"
Reply #19 Top
Above all of the PJI suggestions, I would like to request that the Hangars have more squadrons. While having a more functional PJI would be nice, the bulk of offensive defense power comes from Hangars. But Hangars can only support 3 squadrons at base amounts? At higher levels even the carriers can hold more squadrons than that. So up the hangar squadron limits to be more reflective of a dedicated station for holding strike craft.

-or-

put a little time in the schedule for the mod tools please.
Reply #20 Top
Hi there!

Awesome game.

A couple of things

1) Large maps and mega wars make cap/scaling off balance:
a) The role of capital ships gets dwarfed in a massive battle.
b) Planetary defense becomes next to worthless when you have 100+ships attacking.
- this makes defensive players sitting ducks.
- There is no home team advantage making the game offensively bent.
c) Capital Centers influence is not effective enough.


2) The AI seems to break and run to much..even when they out number you.

3) AI seems to spam low level units and ignores tech.

4) It would be nice to see what kind of tech the enemy is using..whether this be granted as a "tech ability" or something. This adds at least some kind of "counter" strat to the game.



Reply #22 Top
Change the supply cap to be related to your planetary control. e.g. if there are six players in a game, there would be potentially 12,000 population available. If you control 50% of the planets your max pop cap could be 6,000. That way one person who owns most of the galaxy won't still be outnumbered by a pair of nobodies working together from some small corner.

When an AI attacks you, either remove the "AHAHAHA, Planet X is mine!" or make it only happen once they are in that planet's gravity well. Makes it way to easy to go counter AI attacks.

Make PJI's delay for longer, and cover a whole planet's gravity well.

Give static defenses an increase in range and attack power. (It would be even nicer if you made them way stronger than now, but made a new tech around tier 4 that let players do damage to turrets faster, so the turrets would help as a strong defense against minor raids and early attacks, but not against late game assaults).

I know you said Diplomacy changes are unlikely, but just in case, I'll throw something out anyways. Replace the "Kill X of Faction Y's Objects in Z minutes" with "Help me defend point X" and "Help me attack planet X. I'm leaving to attack in Y minutes." They'd make a lot more sense and be more reasonably accomplished.

That aside, the game is awesome! Thanks for working to get out another patch so soon! I can't wait. (Also, making the AI more aggressive sounds fantastic!)
Reply #23 Top
There is no home team advantage making the game offensively bent
End of quote

culture actually gives you a significant "home field" advantage, especially with respects to the advent and their ability to remove your hf and add their own advantage (particularly useful with their extremely large swarms :d )
Reply #24 Top
Something other then a count down timer on pirates. It's just to.... simple. Now i don't want some complex system, just not a fixed timer.

Oh, and maybe the option to bribe pirates with ships? While not really useful, it would be fun to tip someone off on who bribed the pirates when they see vasari assault frigates, that and the idea the pirates having a capital (which if survives would level up), or a support fleet.
Reply #25 Top
- Add a Large Random Map for 6 players.
(there's a 4 player random medium and there's an 8 player random large, nothing in between for 6 players)
- Add a Large Random Map for 8-10 players with 1 single star.
- Is it possible to create a new option to store specific planet names. Say I conquer planet called "Noeba" once I do, the game automatically renames it to one of the names I have on a list.