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 #676 Top
well i was in a game and this guy had a lot of Iconus guardian's, around 30 and asorted other ships. this 1 player took out all the other players.. i had the 2nd largest fleet. and had my tec almost maxed out.. and he wiped me out.. it was not good. i took on 3 others .. no problem.. didnt loose one capital ship. this guy cam in and wiped out my race.. with out loosing one captal ship.. Me and the other players were helpless to stop him..

I would really like a way to defend my self from this effect.

There is no way a maxed out fleet with almost all the tec upgrades can get wiped out bye a smaller fleet, defending a home world. and the smaller one take no real loss..
Reply #677 Top
I was reading another thread that had a good suggestion and I've decided to post it here if it hasn't already. I'd like to see a replace ships button in the fleet management menu. And when you right click it, it will auto replace. I find that when I have multiple fleets, it gets really troublesome to replace missing ships after a battle. I usually have a fleet that is offensive and another that is just for sieging. Before a battle, I usually have a balanced fleet, but since I don't keep an exact count of how many of what type of ships there were in each fleet to begin with, I always just end up maxing out kodiaks to replace whatever I lost because it's too much trouble to keep moving that rally point.

Anyway, when you click to replace ships, it will automatically order the nearest/idle shipyard to restock the fleet back to its original numbers.
Reply #678 Top
Hai...me again..yesterday i read about a post about creating a comet (is it possible?), some1 said that the issue is that the planets are not orbiting..and i know that it's true..so i wonder like...could make it orbiting the sun..

it will add a great tactical value in wormholes usage..for example at first the planet that is linked to the wormhole is the planet A, but because it rotates, the next time we came to the system, the linked one will be planet B...
well, it's just an idea...cos i don't know if it can be done...

anyway, i've read on a post that states "the ships follow the rule of inertia..faster when nearer the planet..and slower when farther from the planet." what i'm trying to say, is that..it's a cool feature...if any1 could notice it..because the ships stood still on battle..i don't think any1 could notice it..so please..make the ships move..it's just felt idiotic for ships to stand still like tanks on ground...which right now, they even moved...in some games anyway...but like in CoH, you have to manouvre the tanks to get the best hit location...

so just an idea..why don't you make the ships AI to look and attack the weak point..and the same time...try to shield their weak points? it seems easier becos you don't have to hammer the engine...although i'd love to see ships moving like in homeworld or Galactic Civilization..
it'd be awesome...

so please read my post...tx..
Reply #679 Top
AHH I idea in conjunction to forwarding the motion of moving ships. Maybe have an advantage to attack from the rear. This being that the shields are much weaker in the rear rather than in the font. Just a thought. I like the random dark holes and micro meteorites idea and maybe some moons. I also agree with changing the PJI and the diplomacy. Thanks for all your work devs and thanks for letting be involved.
Reply #680 Top
Hopefully nobody said this already (I dont feel like reading 14 pages of suggestions) but I think in single player or multiplayer with computer fillers, factions of the same race should recieve a diplomatic bonus at the beggining of the game. For example, if you are playing the TEC, any computer TEC factions in the game should have you at a higher diplomacy rating when the game starts. At a minimum, you should have like 25% standing with them, at most a ceasfire. It just seems odd now that you are automatically at war with your same race. Other races I understand, just not among the same race.
Reply #681 Top
I would REALLY like an expansion on the map editor. I mean, right now it isn't all that useful. Just giving you another random map tool, I want to also have the choice, of, maybe, to say WHERE the planets and stars will be. I'm sure people would be able to create really intuitive maps, or maybe even a replication of our own Solar System! Heh? :P
Reply #682 Top
o, how about having a natural disaster occuring..like a meteorite shower...seeing how 2 fleets battling each other..only to have it showered by meteorites..how great it is..whoa...

although how about the setting of the map on a star about to go NOVA....so we have only a limited time...or we could add a wormhole...so it's a race to the wormhole...(thjough i think it'd be hard for the AI)

o, idunno116, i really like your idea having the same race have a higher point..seems more like the story...eh? hehe...

it'd be fun..to know your friend from the same race...back stab you by allying with an alien faction....hahaha...really like the end of babylon V..when the anti-alien and the pro-alien fight till "the great burn"..


so summarizing the posts(sorry if i missed som1 idea, just wanted to help the dev, because there's so much idea, i'll just state the points though, also for future ideas):

1. AI
-Diplomacy
-Battle

2. interface
-every race distinct
-easier ships icon
-fleet management issues

3. multiplayer:
-ico issue

4. battle
-moving ships(evade / counter)
-higher defense
-more ships (fighter/bomber please)

5. environment:
-orbiting planet
-comet
-meteorite
-new sky box
- ice in space? (look freelance for reference)
(more...more...differ environment to fight...we will get bored over time if we kept fighting in the same environment...just the dark empty space..meh...so add some colours will ya...)

6. map editor:
-more features please...

that's all i think..did i miss something? just add it k? tx..

tx to the dev's i really loved the game..especially being able to write and listened feels like we really own this game...it means a lot man...

tx ironclad and stardock.!!!!
hope my post help you guys..i bet u guys are really confused by now...haha :CONGRAT:

Reply #683 Top
I'd like to see a larger assortment of skyboxes to randomly display. Maybe a slider setting to adjust how far away the skybox disappears.

I thought it might be neat to have it show the colored skybox for upclose and the deepspace skybox when zoomed out. Currently both disappear at the same distance.

Either way, I'm asking for more skybox variety. :)

Also on the topic of more variety. It would also be neat to have more random planet bonus things. I always enjoy finding those planets with infocard stuff to checkout.
Reply #684 Top
Will this and future patches affect any mods I have? In other words, patch 1.03 might increase the unit cap. If I'm running a mod, how will it affect it? Can I just uninstall and reinstall the mod, or do I have to change the mod files to match the patch?
Reply #685 Top
Me and several friends that play this all have reached a consensus about one thing we feel that needs to be fixed. AI's preservation of planets.

******-----******

The AI does not try to defend their systems!!! I have seen so many powerful fleets retreat when faced with a slightly smaller number of more advanced ships. Choosing your battles is understandable, but the AI's disregard for the safety of their own planets makes conquering their systems very easy.

******_____******

I'd like to see my fleet nearly decimated after victory (a very likely scenario when recalling the size of some retreating AI fleets). This adds a greater sense of accomplishment and a heightened fun factor.

This game is awesome in so many ways. For once, I'm finally hooked on something other than Sid Meier's Civ 4 and Stardock's Gal Civ 2! The one thing I'd like to see happen the most would be to put an end to those constant retreating! Thanks for the hard work and dedication gone into making this game possible!
Reply #686 Top
From a lan game last night:

- Able to get help From AI (once allied).
- Needs to be more stable MP.
- Asteroids need more Logistics slots.
- More Descriptive information (on objects, research etc).
- Skip intro scenes.

Otherwise we are happy with the game that both IronClad and Stardock made possible.
Reply #687 Top
I was reading another thread that had a good suggestion and I've decided to post it here if it hasn't already. I'd like to see a replace ships button in the fleet management menu. And when you right click it, it will auto replace. I find that when I have multiple fleets, it gets really troublesome to replace missing ships after a battle. I usually have a fleet that is offensive and another that is just for sieging. Before a battle, I usually have a balanced fleet, but since I don't keep an exact count of how many of what type of ships there were in each fleet to begin with, I always just end up maxing out kodiaks to replace whatever I lost because it's too much trouble to keep moving that rally point.

Anyway, when you click to replace ships, it will automatically order the nearest/idle shipyard to restock the fleet back to its original numbers.
End of quote


That's a very good idea. You'd probably need a toggle on each of your shipyard buildings to set whether or not it replaces ships, tough, to prevent your fleet from ending up scattered all over your empire.
Reply #688 Top
Great game. Having alot of fun with it, just started my first huge random v 9 comps. A few things to note:
First: When there are 5 star and 10 players, can it be 2 players per star, not 5 per stars, with 3 empty? It means they will most likely never be used. At all. While maybe much later, I'll expand into them, but by the time I'm doing that, I'll probably have a solar system, which is more then enough resources to field a full sized fleet.

Second: PJIs need tweaking. I know making them shut jumps down in and out of a given planet is borked when you really think about it. (you send your fleet in, start destroying stuff, a fleet double the size shows up and you can't leave.. and because the PJI is on -their- edge and they just jumped in atop it, you get to watch your fleet get sliced and diced...). Whoever had that brilliant idea about 'cannot jump from an enemy planet with a PJI to another enemy planet with a PJI' is, well, brilliant! Seriously, look into this. As the nice gentle-commander said, it means you'll have to really fight over every floating desert and Ice cube. This will also stop the AI (and possibly players too.) From doing their favorite 'running their fleet around in my backfield' tactic, the one where they jump in, nuke my planet to death, then jump away - to another one of my planets mind you - at the first sign of something nasty.

Speaking of the AI jumping away at the first sign of something nasty: Why does breaching the core of one Capital ship cause the entire AI fleet to turn tail and flee? Are they worth that much to them tactically? As the Vasari, it takes 10-15 seconds to phase missile -anything- down. Boom, running fleet. Catch them in a PJI, and a good half of it can just melt away. Hell, give them a random chance to fight to the bitter end!

On the subject of chance, more unexpectedness! Comp fleets refusing the flee, fighting to the bitter end, or jumping in, blasting something, and before you even react, vanishing away. Just once I'd like to see two enemy fleets fighting over blowing up my planet. Make them sometimes really really like a planet! Cultural artifacts alongside technological ones! (I mean something that makes all the ships in orbit fight extra hard to defend it, and makes the AI never EVER give it up. Down to the last man, woman, or scout ship.)

You could also take the pirate timer off, and do an internal, randomized timer. Remove the 'intel states pirates are getting ready to piss people off' only have the 'a raid is being launched' that way, people don't know when its coming, and do their damnedest to keep their bounty off.

While we cover the topic of working our damnedest... scaling supply. Please. Per planet colonized works, with each rank of the tech giving more per planet. You could even have caps or diminishing returns on them. So fully teched, one planet is 500, two, 900, 3, 1400, and so on, or less, if thats too much. But yeah, being able to support over 2k population cap off one planet makes no sense. Or 16 capital ship crews. You could do the same, where you need atleast one planet per capital ship, to have the #'s to choose from to find those best of the best to keep them running. This way I have incentive to not build a 2000+ population, 16 capital ship fleet on a... 7 planet map. It was fun, though.

finally, if there is one thing I'd like to see in this game, its planetary defenses that weren't a joke. The best ones are the repair bays. Let them be somewhat equal to a capital ship, or at the very least, a cruiser. The fact that two cobalts can drop a gause cannon fills me with sadness. As a dedicated late-game bloomer, and economical tyrant, I'd like a better choice for defense then 'fleets that could be expanding instead.'

although you may not be able to play with the PJI's that much this release, simply resetting the AI to break less easily, randomizing or removing the pirates timer, and the change of the start locations to the huge random (And pirate-less versions! they only get in the way....) seem quite do-able. But then, I only play games, not make them.

~The Unifed Storm Corporation.
Reply #689 Top
Man, I had to go to six different places before I finally found somebody who had a copy of this game in stock (I finally tracked it down at Super Target. Take that as you will).

My Suggestion: When I queue up long lines of research and then promptly forget what order I queued it in, its very difficult at times to find the flashing yellow box that shows me what's being researched. Adding a little box in the research menu that shows you what's currently being researched and maybe the next two or three items in the queue would be pretty helpful. You could even integrate it right into the Empire Tree.

Additionally, when one gets really into watching one's little trade ships fly about, delivering their cargo and making their way in the galaxy, it can completely slip one's mind that, yes, unless you start bidding RIGHT NOW, pirates are going to come and tear your planet to shreds. And they'll murder your transport ships JUST to rub it in. Making the "Pirate Timer" a part of the UI would be very helpful. Possibly just a small bar under the pirate icon itself. Again, this could be integrated into the Empire Tree.

One other little UI Quibble: When hovering over an ability, a timer that displays how long it'll take for that ability to cool down after you use it would be nice.
Reply #690 Top
How about starbases as a solution to weak planetary defenses? They'd be the equivalent of a capital ship for defense buildings. Maybe they could even gain levels like a capital ship, and gain extra weapons/fighters/special abilities that way.
Reply #692 Top
A few things I'd like to see in the game.

-Self destruct option for capital ships, because it'd be fun to deny your opponent the kill and possibly take some of his fleet with you.
-Some way to assign target priority to fleets, so that I can put something on dealing with the damn long range frigates that are always picking my fleet apart.
-A method of making capital ships more survivable, or making capital ships cheaper. Most of the time players will just put their entire fleets on cap ship killing and then go off to do other things, it makes cap ships feel less useful in large-scale battles.
-Either making defenses cheaper or more effective, right now they won't do much to anything in the late game against large fleets, and you need every world heavily fortified to fend off every pirate and rebel attack that comes your way without having to call your fleets.

Love the game guys, keep up the good work!
Reply #693 Top
One thing I find annoying about pirates is that the AI always tries to outbribe me by a few credits. Maybe it'd be better if bribes could only come in fixed amounts; for example, 250, 500, 1000, 2000, and so forth. That way, you can't offer the last three credits in your treasury to outbribe someone.
Reply #694 Top
I think it would be good if there are more aspects to planet development aspects of the game, like managing of morals due to taxes, and continuous warfare. Also, there should be some visible effects on a planet's population by having either more tactical structures vs. logistical structures. A lot of my friends including myself thinks that many aspects of 4x in have been too much simiplified to the point that it lacks depth. We were comparing it to Galciv2 and the Civ series and are really wondering can many of the micromanagements of either of those two games be bought into Sins. I know that it might make a gaming session insanely long, but then, the RTS elements will also be affected because of the availilability of more micromanaging an empire. it can potentialy make the game more challenging and fun to play.
Reply #695 Top
I would like one simple thing: a confirmation dialog for quitting an ongoing game.
Reply #696 Top
Probably a little late for 1.03 suggestions, so I hope the developers are still reading:

I'd love for pirate fleets to be neutral except to the player they're attacking. It's a bit of a pain to spend money on the pirate bounty only to have your own forces put a dent in them when the pirates pass through your system on the way to your opponent's. It also makes coordinated raids on an opponent's planet difficult since your ships are as likely to help him take out the pirate fleet instead engaging his own ships.
Reply #697 Top
i'd like to be able to ask ai players for credits, metal and crystal like they do me.
Reply #698 Top

I would like to see in version 1.03

Some kind of wormhole distortion device that disables the wormhole for a short period of time.

more hulpoints for trade vessels.
The antimatter recharger should also recharge structures.
random events like blackholes , asteroid collision,
Reply #699 Top


You know

Space is not a safe place to be not only because of hostile cultures but also
natural disasters.
Reply #700 Top
Sorry if this was mentioned before, but I have one small fix I'd like to request: The Vasari Devastator (The planet-bomber cap ship) places the siege platforms the moment the ship itself is in range of the planet if the siege platform skill is on auto. But it seems the siege platform has a smaller range than the devastator, so the planet is then out of range for the platform, and it won't fire. Perhaps this could be fixed, either by changing the ships AI, or just by making the two ranges equal. Right now I need some pointless microing to make good use of the ability.