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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.

 

556,087 views 1,040 replies
Reply #751 Top
I may be alone in this, but the way i was thinking about it, was that you build one research station for military, and one for civilian research, yet when your queing your research it does one at a time, despite some may be civilian and some may be military.Now i understand it does help slow down the game a bit, but if you had military specific labs, i'm unsure as to why they would be hindered if you had civilian researching in progress, as they are being conducted at different labs?
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This is my biggest complaint as well and was described verbatim! Please guys change this and it has been said that we should have more options for speeding up research.

Last thing for me is since you can change the game speed before you start the game can you please add that option while a game is in progress for multi player? I know that it is possible to do it in single player but not in multi player.
Reply #752 Top
I may be alone in this, but the way i was thinking about it, was that you build one research station for military, and one for civilian research, yet when your queing your research it does one at a time, despite some may be civilian and some may be military.Now i understand it does help slow down the game a bit, but if you had military specific labs, i'm unsure as to why they would be hindered if you had civilian researching in progress, as they are being conducted at different labs?This is my biggest complaint as well and was described verbatim! Please guys change this and it has been said that we should have more options for speeding up research.Last thing for me is since you can change the game speed before you start the game can you please add that option while a game is in progress for multi player? I know that it is possible to do it in single player but not in multi player.
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I disagree, I think the research moves to fast, if anything.

Reply #753 Top
Oh, and there definitely needs to be a way to turn off the auto-focus when you zoom it. Getting stuck on fighters and having your view scrolled around as you're trying to select stuff is just annoying.
Reply #754 Top
I disagree, I think the research moves to fast, if anything.
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That's great but we should have the option for different play styles and this isn't the place for arguments it's just an idea board and if you disagree don't say anything this isn't the place for it. I know we can't have the exact game we all want but just let others voice there opinions with out criticism okay
Reply #755 Top

If there isn't already support for mice WITHOUT a middle button. (Such as a track mouse that instead has four buttons instead of three.)
Reply #756 Top
Oh, and there definitely needs to be a way to turn off the auto-focus when you zoom it. Getting stuck on fighters and having your view scrolled around as you're trying to select stuff is just annoying.
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AGREED!

Reply #757 Top
Something REALLY must be done about when a player leaves a 2v2 or any online match. To play a 2v2 for 2 hours and then one of the players has to leave...it is VERY frustrating to suddenly just see everyone quit. Had that player stayed the 2v2 could of been finished in perhaps 3 hours or so....especially since it was not an extremely large map.

ALLOW the remaining team member the use of the units of the player that leaves.

Let me give an example.

We start a 2v2. My team member and I build prepare...fend of pirates...have some small strikes on the other team for about an hour. Just as we are starting to see the battle lines drawn one of the players on the other team says he has to leave. Immediately EVERYONE gets upset and frustrated...as even his REMAINING team member is basically sitting alone and we cannot do much. No longer is it a fair fight. No longer is it the 2v2 we ELECTED to play in the first place. Also...the remaining player doesn't surrender he quits...which I believe means we have to finish killing all of their buildings...planets...etc....even THOUGH THEY ARE BOTH GONE. VERY FRUSTRATING and a waste of time.

Great game...GREAT GAME...but FIX this issue by allowing unit control of your allies "stuff" and also...do something about the way you win games...and the quit/surrender system. With a good system like that in place tied to records...it will promote people caring enough to finish battles they begin. THANKS!!!!
Reply #758 Top
Could you increase the importance of older planets? As it is now, losing a planet(but not the infrastructure around it) just isn't really punishing.

The homeworld which I've had for 5 hours gametime should be better than some terran world I've had for 30 minutes. Tie it to something so that it is worth more than a 1 or 2 tax credits/sec and the cost of rebuying the infrastructure if it is destroyed.
Reply #759 Top
I'd like the ability to garrison ships around planets. I try and setup defence fleets but the ships seem to wander off. I'd like Siege Frigs to not be able to bomb until all the defences have been destroyed around a planet. In the tutorial, I got the impression that would be how it works. I was surprised when I got the crap bombed out of me with several turrets left standing. I'd also like a high score list, either comparable on line ala GalCiv2, or just personal best ala Civilizations.
Reply #760 Top
First, the game is a space nerd's wet dream. Looks Great. Plays Great. Love it. Kudos.
But since you're asking...

Slower Phase Transit Times - The faster than light travel is obviously necessary to play a game in less than a month, but i dont think a fleet should be able to come to the rescue quite so quickly. Just delay it a bit more. (30 seconds?)

Planet Elevators - I realize not everything is supposed to be in accurate proportions, but the ships flying around the planet's surface are freakin' HUGE and way too fast. It would be like the something the size of Montana moving Mach 10. Just an aesthetic thing really, but smaller, slower moving vehicles would add a hint more realism.

Late Game Options - A couple of powerful options that are only available for a rediculous amount of credits and/or after a certain amount of time. Something to keep the late game from getting stale.

TX for a great game,
Hed
Reply #761 Top
I'd love to see negative percent modifiers being displayed as actual percent decrease.

For example - 'flux field' shows

antimatter : 300%

whereas actual effect is:

antimatter cost reduction: 75%

or simply:

antimatter cost: -75%


Similary for i.e. 'replusion field':

max speed: 1000%

should be rather

max speed: -91%


For 'gravity warhead' (at level 3):

max acceleration: 120%

as

max acceleration: -55%

etc. etc.


IMHO - it's far more informative and actually reflects the actual effect.


(or alternatively, just use percents in natural way - for mentioned gravity warhead, simply -0.38 / -0.45 / -0.55)
Reply #762 Top
Just two 'simple' requests:

1. Implement AI surrendering. It's annoying having to hunt for every single asteroid settlement. It would be a lot more fun if the AI surrendered to you or even better to whomever they have a treaty with at the time.

2. Make defensive structures or game mechanics actually be worth something. I am tired of having to deploy a fleet in every system that might be under attack. Placing the defensive structures is also a hit or a miss, as the pirates or the AI can just come from a different direction and bomb you before you can react. At this point, playing on normal, it is impossible to defend a planet, even fully upgraded with emergency infrastructure and weapons against a single capital ship and a few escorts.

Thanks!
Reply #763 Top
After you have worked your way up the tec tree eighty to one hundred times, it gets a tad tedious. Can we have a Battle of the GODs option (BoG)? I find the BoG to be great fun playing Galatic Civilizations II as it presents a differnet set of challenges when you level the field for tech.
Reply #764 Top
I would like to see more death animations for destroyed capital ships. One of my favoite sims is Silent Hunter IV (and III for that matter). One of the great pleasures in that game is watching each ship go through its unique death animation. Some explode, some split in half, some just slowly sink. The expectation of the death animation is what makes it worth all the work to sink a ship. I think Sins should have something similar for dying caps.

Another idea, albeit this might not be possible, is a change to crewing capital vessels. As it is now, you need to train a special crew for each ship. How about changing the focus to training a special captain for each ship? I recall a game, long ago, which did just that. Each capital ship needed a captain and you would select one from a list that included a brief bio and the special abilities of each. I think it would be fun for Sins to do the same. Instead of just training a faceless crew, it would be cool to have to train a specific captain who would contribute a bonus to a specific (random?) combat factor. I think this would also help to personalize a capital ship beyond just giving it a custom name.
Reply #765 Top
Just two 'simple' requests:1. Implement AI surrendering. It's annoying having to hunt for every single asteroid settlement. It would be a lot more fun if the AI surrendered to you or even better to whomever they have a treaty with at the time.2. Make defensive structures or game mechanics actually be worth something. I am tired of having to deploy a fleet in every system that might be under attack. Placing the defensive structures is also a hit or a miss, as the pirates or the AI can just come from a different direction and bomb you before you can react. At this point, playing on normal, it is impossible to defend a planet, even fully upgraded with emergency infrastructure and weapons against a single capital ship and a few escorts.Thanks!
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people still don't seem to realize just how much of a beast hangar defenses are. yes there's a limit to their power but they are much better than the turrets. they are more powerful and their range in the entire gravity well unlike the guns.

garrett
Reply #766 Top
- Backdrop Asteroid belts
- Backdrop Orbits circles

To add some more things in a solar system. In other words, you see things, but you can't reach them. ie, when you zoom in a solar system, you'd see a ring of debris around the star. The random map generator could also be set to generate asteroid planets INSIDE this backdrop asteroid belt, adding to the realism, since current games have asteroid belts everywhere, without any logical position.

Planets orbits lines, while not having planets actually move, would simply add again a more "star system" feeling, than the current board game feeling. This way you'd actually know you started the game on the third planet of the system, and not the planet with an asteroid to the left, an ice planet up and a volcano right...

Just to add to the touch of an already impressive game. These kind of things should be easily added to a patch, and I beleive they would only involve some more icon locations. (The game seems to be based on sprites a lot, as I found out planet atmosphere are actually overlapped pictures of a semi transparent circle :D [found your secret!!] )
Reply #767 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.
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Well, all they need to do to fix this is have "Cease Fire" 'On' for everyone by default. This would allow anyone to break the cease fire who wanted to, while avoiding those accidental shootings we all have come to know and love.


This game is so awesome btw, I am racking my brain for ideas, will post later when I come up with some that haven't been mentioned as there have been some great ones. The initial list was definitely great too. In short, it's all great, and let's get default cease fire.

Thanks,
Goat
Reply #768 Top
I played for awhile on 1.0 then patched to 1.2. Did I miss the changelog where you can no longer hold down shift and buy 5x the amount of crystal/metal on the black market? I miss buying in bulk at Sam's Club :(
Reply #769 Top
Get the AI build ships other than Siege ships. It's boring just fighting against the same one. I went through one game where the AI only built seige ships and cap ships.
Reply #770 Top
Get the AI build ships other than Siege ships. It's boring just fighting against the same one. I went through one game where the AI only built seige ships and cap ships.
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i read all these threads about the seige ship spam but never ever came by it on any difficulty level yet. when i do get into battles, of any kind, they usually are split between combat and seige.

i guess my copy is different, lol, just kidding. maybe im lucky to have never seen or experienced this.

garrett
Reply #771 Top
Oh, I don't know if anyone's mentioned this yet, but a Tactical Slots button under Search to go along with the Logistics Slots one would be handy.
Reply #772 Top
Get the AI build ships other than Siege ships. It's boring just fighting against the same one. I went through one game where the AI only built seige ships and cap ships.i read all these threads about the seige ship spam but never ever came by it on any difficulty level yet. when i do get into battles, of any kind, they usually are split between combat and seige. i guess my copy is different, lol, just kidding. maybe im lucky to have never seen or experienced this.garrett
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If you want I can post a screenshot of the stats which shows just how many ships the AI built were siege ships.

In fact I'm wondering what the differences are with the AIs (Aggressive, etc.) Would any affect the AI's fleet deployment? Or when you start up a game is the AI different in each one so that one game the AI will mass deploy seiges while in another the AI will maintain balanced fleets? Eitherway I still see really weak enemy fleets that are easy to blow out of the water regardless of difficulty.
Reply #773 Top
In game clock like the replays have!!! This is a must feature :)
Reply #774 Top
When a ship newly joins a fleet, it should inherit the grouped movement status of the fleet leader. It is irritating that I keep having to re-specify grouped movement every time a new ship joins.

Display a planet's tactical/logistics slots as used/total rather than just total when I hover the cursor over the tactical/logistics buttons. It is irritating to have to do the math in my head to see how many slots I have free.

Mouse wheel on empire tree should zoom in centered on the object the cursor is hovering over on the empire tree.

A clearer tooltip for auto-join in fleets. I thought it simply allowed any ship that already existed in the fleet, but that did not work for planet bombers so I am not sure what the rules are. The game should make it obvious what is going on.

Shutting off show icons only seems to get rid of the fleet icons, what about getting rid of the ownership icons as well.

An option not to show fighters/bombers in the empire tree.

An option for perfect symmetry on random galaxies, for example, for an eight player game, generate one eighth the galaxy, then mirror it seven more times.

Hotkeys for selecting the first fleet, second fleet, and so on.

Prieview of predesigned maps, so I can decide ahead of time if it is the type of map I want to play.

Allow me to specify a maximum crystal/metal I want to have at any given time. Autosell automatically if it ever exceeds that amount.
Reply #775 Top
I had some 'new ideas' instead of bug fixes - since those are well covered. Both of my ideas stem from purchasing in game.

1) Allow items to be 'flagged to buy'. Have a queue of flagged to buy items, and once my resources hit the sufficient amount to buy the top item of the queue, it is auto-purchased. This allows me to queue up my progression and forget about it, and work on other things.

2) Allow items to be purchased 'later'. Something similar to what is in Gal Civ 2. Where you can buy now, and pay monthly fees that total to a higher price to have the item now, and pay for it later. I would restrict this to fleets/buildings only (no research or planetary upgrades). This would negatively affect the economy over time, but allow players to get things up and running quicker.