Frogboy Frogboy

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

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.

 

556,102 views 1,040 replies
Reply #451 Top
That, and allow promotion of a Flagship. Give it bonuses when it's a Flagship (the leader ship of your race) and penalties if it's destroyed until a new one is made.
End of quote


I'd love to see that. Maybe every type of capital ship can have some sort of extra special ability if it's promoted to flagship status. And a ship must have a certain experience level to be promoted.
Reply #452 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.



End of quote


I agree with your number 2 point all the way it bugs the heck out of me when the AI jumps out of a plant when where in a fire fight I then send my fleet after him and he just fights for a sec then jumps right back to the planet we where just at I hate playing musical space chairs. I can understand if he was outnumbered but alot of times its a pretty even fight

Reply #453 Top
Just in case something i wrote was misinterpereted,

I do not think capital ships are underwhelming...I happen to think their power level and leveling system is virtually bang on. I expect certain individual ships t operform better in certain areas than others...i was just noting my observations, and wondering if anyone else saw the same thing.

The real suggesting there was that they fix the siege capitals. If a seige cruiser can lob missiles about 1/3 of the way across a grav well, the capital version should be able toat the very least match that....even if it can't exceed.
Reply #454 Top
A Info screen where you can view all of your planet's info.

Planet name, star it belongs, each # of structure built/# of structure possible, button which automatically build and place structure, a button which can upgrade tactical capacity, button which can upgrade logistic capacity, other capacity etc, income, income from trade. etc. Also able to arrange and sort by each category. button which can build ships, button where you can choose the way-point planet(fleet) when ship is built. Automated loop build button for each ship.

I sometimes wonder why this was not in the galciv2 series. Its basically a excel sheet where all of info can be view at one screen and allows the player full control of its production.
Reply #455 Top
I'm sure somebody has mentioned it already, but just in case they haven't: More information available in-game. Things like weapon ranges, armor types, weapon damage mods vs dif. ship types.

Also, the description for various skills could be made more clear. In particular, several cap. ship skills are ambiguous as to whether they target an individual ship or an area of effect.

More also, the supply req. for LRMs should probably be bumped up a notch or two.

Yet more also, somebody should check the math (and logic) for phase missiles' shield negation, because I'm pretty sure that the way they are now, researching shield negation decreases phase missiles' overall effectiveness, rather than increasing it (except in the special case of human-controlled shield tanks). Unless there is something else going on that isn't apparent from the description that makes them worthwhile, in which case it should probably be described better.

Having fun, thanks for the game.
Reply #456 Top
I know this is probably not the type of thing you'll be putting in the updates but is there andy way to have one of the updates make it so you can play without sound, my sond card doesn't work so I can't play. Kind of sucks.
Reply #457 Top
this might been mentioned... but perhaps a row of separate icons on the UI for cap ships. In large battles with multiple cap ships it becomes a nuisance and sometimes even difficult to find the right capital ship (which one is on CD, which one isnt, which one has the lvl 6 ability thats not on autocast...). Also, it would be nice if the icons had a number or indicator noting any unspent points because if i zoom away from a large battle to somewhere else, and i come back, i have to manually check every ship to see if its leveled up and after a while it just becomes a hassle. These aren't very important but IMO would make the management of cap ships and their abilities alot easier.
Reply #458 Top
Randomness in resources would be nice, currently you know what's in a system by it's type, but having some systems with less, and some with more resources would be very nice. Making some planets much more valuable to own, other than just for their location.
Reply #459 Top
Sorry if this has been mentioned already, but I'd like to see something like a copy feature in the map builder on stars, so we could create one star system (including planets and contents), then simply copy that system to expand the universe. I'm trying to create a map that has something like 15 stars, and I want each one to be similar to each other. It seems awful time consuming to have to go into each one and create new planet groups, then create new contents for each of those groups, and set all the perameters for every star when I want them all to be basically the same.

Something to consider. Sorry if it's already here, since I cannot find a way to search this thread and I'll be damned if I'm going to trudge through 500 posts looking for it. I did search for copy stars and found nothing.
Reply #460 Top
LintMan
February 11, 2008 22:45:45
3 - It seems only 1 thing from either Mil, Civ or Fleet can be researched at any time. IMHO Mil and Civ use separate res. centers, so their res should be in parallel. Failing that, it'd be nice to know which item is currently researching so I don't have to hunt through the 3 trees looking for it. And it'd also be nice to somehow see the order things will be researched in, if I have a bunch selected
6 - make cap ships a more affordable in terms of research and supply. They're the coolest units but it's very hard to have more than 2-3 until mid-late game.



3) Just hover your mouse over the research tree button, it'll tell you what's currently being researched, how far along it is, and what is queued up after it. We still need to get mil and civ researching independently and fleet points researching independendently as long as there is a mil or civ research being unused.

6) Cap ships aren't supposed to be a dime a dozen, there supposed to be rare, and only committed to your biggest battles/most important worlds.
End of quote


Thanks for the tip about research - that'll be very helpful!

As for cap ships - I don't think they should be "dime a dozen", but being able to have a few more, earlier in the game, would be nice. But I've only played small maps so far, so my idea of "mid-to-late game" probably isn't the same as yours might be.
Reply #461 Top
++++++++++Carriers++++++++++

IS this a Bug or somethings. when I COMMAND my Capital ships that have fighters or bombers to attack something..I don't just want my Capital ship to attack the target but also the bombers and fighters..

Imagine my surprise when Maverick over here is off bombing some other solitary target. very retarded!!!

Thanks!


Reply #462 Top
Glad devs actually want to hear what the users think. There are very few companies still like this and feedback that is wanted is a very good sign of a good company imo.

Suggestions:

-Rebalancing to make races unique rather then slightly different

-Join in progress
--Games I noticed last a really long time. I propose allowing players to join games in progress, optional of course. It's more of a player vs computer thing or teams (I don't think it would be possible with FFA). Bring up a dialogue and allow people to vote or something on it and if it's a team game or player vs computer allow one of the players to give up one of their planets to the joining person and they'd get starting credits... etc. Would be nice to include friends that show up late.
Reply #463 Top
1) Tool tips (toggle-able). Mainly over the map builder, as it's hard to understand what the sliders do, and to what degree. Color coding isn't very clear, and it should be very clear.

2) Ability to offer missions to other players, both live and AI. THey can impose on us the need to complete them, with rewards, why not the reverse. I'd love to instigate two enemies attacking eachother with credits or resources as the hook

3)Ability to change the order of priority of what is being researched

Awesome game, so otherwise thanks!!
Reply #464 Top

this might been mentioned... but perhaps a row of separate icons on the UI for cap ships. In large battles with multiple cap ships it becomes a nuisance and sometimes even difficult to find the right capital ship (which one is on CD, which one isnt, which one has the lvl 6 ability thats not on autocast...). Also, it would be nice if the icons had a number or indicator noting any unspent points because if i zoom away from a large battle to somewhere else, and i come back, i have to manually check every ship to see if its leveled up and after a while it just becomes a hassle. These aren't very important but IMO would make the management of cap ships and their abilities alot easier.
End of quote


You can easily use fleets and/or the regular Empire tree to see what ships have leveled, they have a "+" symbol on them if they have unspent ability points :)
Reply #465 Top
4)Abiltiy to list the planet names on empire trees, even if minimized. I often want to jump to a planet, and when I have a dozen or more, I minimize them, but I don't know what' what without either opening them up one by one, or zoomming out.

Reply #466 Top
We should be able to create diplomacy missions for other civs.

One way missions make you their (say it with me) biotch.....
Reply #467 Top
-Add a button for scuttle. I had to find it in the key bindings.

-Add self-destruct for capital ships.

-Add area effect damage and damage for capital ship destruction.

-Allow users to view eye candy of ship to ship combat from further away. I have to zoom in quite far to see the actual fighting and then I can't actually control the battle.

-Ability to turn a planet into a death star of sorts with a final research :D

-Upgrade to allow buildings to move slowly throughout the system they're in within the build grounds.

-Weapons platform that can be used to throw one of your asteroids at someone elses and nullify both of them

-Capital ship that splits into pieces and functions as multiple fighters that tear up other capital ships.
Reply #468 Top

-Add a button for scuttle. I had to find it in the key bindings.
End of quote


That already is in the game. Select the object that needs to go poof, hit the orange striped bar in the bottom centre of its "portrait" on the interface.
Reply #469 Top
Preface: I haven't read all the posts, sorry if I'm duplicating.

First off, great game.

My biggest problems right now are with getting the information I need as fast as possible. For research, this means I want to know how much I have queued currently. I would like to see the research button at the top of the screen also double as an indicator of how much I have queued. This information could be two part, one is the remaining time on current research, and the second would be either total remaining queued time, or total number of things left to research. So if I had 3 things queued to research, and the first one had 25 seconds, it might read "25 / 3". Alternatively, you can fill in the beaker to indicate current research progresss (make it turn green) and just have a number over it to indicate how many things are left to research. As it is, I have to search three three trees and count up what I have queued.

There are other places where the information I want is not readily available where I need it. When I go to make a facility, I want to know in THAT menu how many slots I have left instead of backing out to the world view and hovering over it.

Here is my proposed solution for the jump inhibitors:
Have the jump inhibitor drop the opponent out of a jump as soon as they enter the field (this effectively causes them to have to jump into the system further from the planet). While the ship is in the well, their recharge is decreased linearly. Inside 1 well makes it take twice as long, 2 wells 3x as long, 3 wells 4x as long. This can work on an invisible point based system. You need 30 points at 1 point per second to jump. Inside the effect, it's 1 point every 2 seconds. Inside a second effect, it's 1 point every 3 seconds, etc. That way, leaving the area of affect is all you have to do to return to normal regen. Also, increasing the allowable number of tactical points would make defense more of an option.
Reply #470 Top
I have an idea for the fleet size. Use both ideas (the research fleet sizes AND fleet sizes are governed by planets owned)

For the bulk of your fleet cap you are governed by your research. BUT you can get a SMALL increase in your fleet cap by the number of planets owned. This way smaller player can remain competitive but larger players get rewarded for having more planets.

...i think ill post this in another post this one is getting a bit long winded
Reply #471 Top


-Add a button for scuttle. I had to find it in the key bindings.


That already is in the game. Select the object that needs to go poof, hit the orange striped bar in the bottom centre of its "portrait" on the interface.
End of quote


Awesome, couldn't find it.
Reply #472 Top
I would like a way to gauge how much culture has spread into your territory. The graphical representation seems a bit too general. Maybe an info card item would alleviate the "am I in full culture here"..or the "I wonder if I have enough to stop that creeping blue line from pushing out my creeping green one". I would also love to see a sin'o'pedia added to the game. It would give people something to read as well as important information like unit armor types and artifact descriptions.
Reply #473 Top

I would like a way to gauge how much culture has spread into your territory. The graphical representation seems a bit too general. Maybe an info card item would alleviate the "am I in full culture here"..or the "I wonder if I have enough to stop that creeping blue line from pushing out my creeping green one". I would also love to see a sin'o'pedia added to the game. It would give people something to read as well as important information like unit armor types and artifact descriptions.
End of quote


Yes! Or a color hue...
Reply #474 Top
I'd like to see frigates use their abilities a little more frequently... The Vasari frigate has a habit of using it's repair skill a little too late to really make the most of it.
Reply #475 Top
Research Queue screen where you can change research queue order.