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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.

 

556,102 views 1,040 replies
Reply #876 Top
Add anti strikecraft defences to statics defences, they are sitting ducks against strikecraft and defeats purpose of building them
Reply #877 Top
So far what I've seen is good. I'm just playing on normal right now.

If I could say one thing, I'd say yes to AI surrendering, but it should be something that can be toggled. Sometimes it is fun to just drag out the painful inevitable death, right down to the last assembly drone, and surrendering would ruin it;)
If not a toggle, then the player should have the option to refuse the surrender, and continue with the onslaught.
My two cents at this time.
Reply #878 Top
Something I'd like to see would be multi-monitor support, in some form. that second monitor of mine just sits there off to the side, doing nothing, when it could be doing something useful, like showing me the tech tree, or some other page for me to be looking at while leaving my main screen open to keep an eye on things. What I'd really love would be the ability to zoom in on two different places on each screen, and be able to control the cinematic mode for each, it'd be awesome to have a massive fleet battle going, and have the side monitor zoomed all the way in, down among the fighting, with no icons or anything messing up the cinematic view, and then the main screen as my tactical overview. But then, I'm mostly just dreaming here, aren't I?
Reply #879 Top
The 8x on the watch replay isn't enough, hope a time jump can be added
Reply #880 Top
Yes, we need a scroll bar that lets us scroll from beginning to end.
Reply #881 Top
a less boring game. what about that... sins = boring after 2 weeks.
Reply #882 Top
Advent Illuminators need to be fixed. 5 Illuminators die to 6 Cobalt Frigates, with 2 Tec units left alive. Illuminators are supposed to be the equivalent to LRM, which are supposed to do well against light frigates.
Reply #883 Top
I Down loaded the game from stargate. What I would like is a game Manual.
End of quote


There is one. It's in the game's install directory. I found it myself by accident. I would change the installer so it installs a bookmark to it in the start menu directory.
Reply #884 Top
How about differences between the 3 races. THEY ARE EXACTLY THE SAME THERE IS NO DIFFERENCE WTH!
Reply #885 Top
Alright, having just played an 8-player game as Vasari, I have come to the conlusion that the Returning Armada tech is in definite need of tweaking, because a Vasari player with multiple phase gates can amass a huge fleet way too quickly, and if by some miracle you beat that one, they've already produced ANOTHER one that can easily destroy what's left of your heroic fleet.

I remember reading somewhere a suggestion to have phase gates only recall ships that were already constructed and destroyed, which seems like it might be a good idea.

On the other hand, I had barely any military teched up and didn't get a chance to fight an enemy fleet in my Vasari match, so I didn't get a chance to test them in combat.

Just a suggestion for what to look into. ^ ^
Reply #886 Top
I want to be able to add more ship slots, or tweak the UI so that it can be utilized.

I want to be able to add another page to the factories without a total UI crash.

I want to be able to mod the game.

It's great that you guys designed the ability and buff system to be so open. That's awesome. But that's a very minute part of what is required for a TC. Hard-coded limits like this are detrimental to the modding community, & the game from a very early point has promised moddability as one of its key features.

I'm starting to feel a little disillusioned by the fact that the modding forum seems to be generally ignored, but I'll give the benefit of the doubt for now.
Reply #887 Top
Only just downloaded it and started to play but can tell I'm going to like it a lot.

Any chance of adding support for the Space Navigator 3d mouse from 3Dconnexion - )http://www.3dconnexion.com/3dmouse/spacenavigator.php ???

Would make the camera controls even better (I immediately looked for and gladly found the invert options for x and y camera viewing :)
Reply #888 Top
1. A follow command/key so the player can follow a ship if they would like to do so.

2. More types of Point Defense Turrets.

3. Make a double Click on a planet take you to that planet and zoomed so you can view it complete workable area.

4. I know it is not likely, but more animations on the ships them self. They seem to be very static, with only a build vapor, or gun fire, etc. that shows up at times. They just do not seem to have many moving parts.

5. Greater Fleet Supply points
Reply #889 Top
Pls make it more visible, if a player disconnect or leave the game.

Most Games i play an hour until i see that 2 players have disconnected.

Mfg Themis
Reply #890 Top
I would love to see sub system damage for ships.

Could work something like the following:

Subsystems include:
Each individual gun
Shields
Jump drive
Engines
Each special ability

Everytime a ship loses 10% of its max hull strength there's a 50% change that one of the ship's sub systems will be damages. This way a heavly damaged ship might very well have no (or fewer) guns and thus would be less of a threat.

If the ship's hull strength returned to above the point where the sub system was damaged then it becomes fixed again.

Also, it would make the phase missiles more useful. As they sometimes damage the hull even when the ship has shields they would sometimes take out a sub system very quickly and thus be more powerful.

BTW - great game

Reply #891 Top
Improvements to ICO Make ti so that when a person join which ever chat channel you are in the Scroll bar doesn't reset to top. you can never select someones name from the main lobby list because of it
Reply #892 Top
Ironclad, could you guys add a couple of extra hard difficulty levels, where the AI cheats (a lot), so the guys who find the game "boring" and "too easy" can get the snot beaten out of them.

Thanks!
Reply #893 Top
Not sure if this has been mentioned, but a couple balance changes wouldn't hurt.

1 - Reduce the cost/fleet use on skirmishers, way to expensive for what you get

2 - Nerf the living hell out of Malice, you can wipe out entire fleets with it. Shield Regen could also use a bit of a nerf, while the armor repair on that Vasari carrier needs a boost

3 - Do something about disciples, lol. That am drain can cripple enemy caps really easily later. Plus, the way they can easily trap a cap ship so it can't move at all? Is that intended? Maybe make cap ships knock tiny ships out of the way more easily

4 - As I previously posted, changes to PJI and maybe techs to slow people jumping in and out of your sytems

5 - Yes, Returning Armada could use a tiny nerf, but as the Vasari are only useful late game, well, lol
Reply #894 Top
Simple v1.03 fixes

The Empire Tree.

1) Please move the slider to the right side of the tree so that I don't have to constantly correct my map view for left-drift because in scrolling up and down one inadvertantly keeps touching the left side of the screen.

2) Make the empire tree refocus properly when selecting a planet (often it doesn't focus or focuses 'above' the target and you have to scroll down.

3) Stop the empire tree from refocusing every time a ship phase jumps in or out of a system displayed in the empire tree. It causes it to bounce up and down while you're trying to select a ship or watch damage/antimatter/etc of a particular ship.

AI Messages.

1) When the AI goes "PLANET X is MINE", i'd like an addition to the text of perhaps '(200 Ships of xyz arrived). i spend more time frantically scrolling through to find a solitary scout ship or light cruiser scouting around to be quickly obliterated either by 6 hangers or an actual garrison fleet at a choke point planet.

2) Perhaps I'm not familiar yet with the nuances of AI messages but I don't remember accepting someone as an ally simply because I made peace with them. Getting messages that planet xyz is being attacked or my fleet is being attacked causes constant panic in a large map game as I frantically try to find the planet only to go.. oh... that's not mine or it is a trade ship plying the routes. Anyways some sort of notice to distinguish ally (what ally???) comms versus my own, originator (my scout ship/trade/refinery vessel vs my planets/fleets) and some sort of notice to indicate how many enemies were actually observed (1 scout versus a cheap AI siege rush).



LONG TERM THOUGHTS:

1) Make a second impact on cost of fleet maintenance... size of groupings. this may allow you to play a little looser with cap rules.

2) Make rebellions more complex. Perhaps rebel fleets depart a planet without causing damage inside that system. Perhaps they behave like pirates except that A) they focus on you only, B) You have to deduce what planet they are coming from (or perhaps planets if they can recruit other planets to their goal), C) you can recover the planet to you allegiance depending on how far the rebellion has gone on that planet (a couple of nuke capable capital ships might scare them into behaving) while a full out assault required on more hard core planets). anyways just thoughst.
Reply #895 Top
I think that there should be more types of base defenses. justt the single type per faction kind of makes the whole base defense worthless because strikecraft can just destroy it without it firing on the strike craft. speaking of strikecraft, the carriers need to carry more, light carriers should carry at least 2 in the beginning and be upragdeable for the numbers at least up to 5 and cap carriers should carry at least 4-5 in the beginning and still be upgradeable to at least 10.
Reply #896 Top
I would like to see camera control like Homeworld. When I click a ships or fleets number I would like to be able to push the midddle mouse button and go to it. Period. The current zoomout effect is great but what is the reason for zooming in beyond ships, planets, stars and almost the game map itself, for goodness sake. Of what use is that? Just zoom in to the object level of what I have selected, Please. So, deride me boys and girls!
Reply #897 Top
I would like to see an update that lets you pick your starting locations.An update to GalaxyForge to create wormhole links and beable to set static starting locations.
End of quote


I'd like to see the first thing especially, and the second thing sounds good, though I haven't really gotten too much time with GalaxyForge so I don't really know much about it.
Reply #898 Top
Auto Kick for people who don't do SOME kind of input for 5 or more minutues. Specifically, Just played a game with a "Marrooner"; about the hour mark, he attacks with 3 Kols, and when defeated, just walks off, leaving the game running (he probably went and watched a movie). So I have two choices, spend another entire hour+ mopping up (which is what I had to do), or quit the game.

If someone does not build or move ships a least once per 5 mins, they should be auto kicked to stop; even 15 minutes would be welcome, because I think I now prefer someone just quitting to doing this Marrooning stuff. . .
Reply #899 Top
***IMPORTANT***

Please address the ICO's quiting system. IMHO there are two things that must be done.

1: Allow disconnected players the ability of returning to play. They have this for simple games like chess and hearts on yahoo games, so there really should be no reason to not have it on a game as amazing as SoaSE.
- To prevent exploitation either limit the amount of Disconnect protects per game, or create an interface that asks the playes in game to bring a vote on accepting the player back in or not. This way, repeat offenders get the boot.

2: That UI thing brings me to my next issue. There needs to be a way where players aren't allowed to quit unless everyone agrees. (Again, implementing a UI for voting in game) This will prevent people from leaving like cowards when they are lossing badly. This should not be a problem!!! Instead of quiting you force them to surrender which counts as a loss. And if issue 1 is also addressed then frivolous disconnecting is also stopped.
- In regards to quiting a game and rsuming at a later time, if everyone agrees to quit, (again in game voting) or a majority agrees to quit then the game closes and no one is affected. The game resumes later and when the game is finished wins and losses are distributed.

I really feel this is an airtight solution to the problem with ICO and MP games. I 'm going to post this again here somewhere to amke sure it isn't lost and I'll prbbaly post it on the thread I saw about this problem.

Love the game guys. I can't wait for all the improvements for years to come!!!
Reply #900 Top
basically what most people are asking for is the ability to configure more parts of game play. I think a better graphical map editor should be introduced, where it basically looks like in-game, but you are allowed to click and drag what type of planets you want and where, and what routes are taken to each. I think that aspects of all structures should be able to be edited, as in changing the amount of damage that is dealed by each weapon, shield strength, range for things like jump inhibitor, costs, how much resources asteroids put out, etc. I'm sure most of these can be changed already but not with ease for everyone. Eventually it'll happen sooner or later, everyone will want to modify every aspect of the game.

Also the AI is lacking, I noticed that if I don't scout a world, most of the time that world will still have 2-5 ships only, even later in the game after I have dozens. but if I do scout it early on, it will have almost as many ships as I do by the time I want to attack it, so not scouting can actually weaken the amount of challenge, which may or may not be a bad thing.

another problem I voiced before is that if I'm attacking a planet or its structures, all of my ships will leave to attack anything that jumps into the gravity well, even if it is a scout, and even if I set the engagement range to local. it is annoying when you are in the middle of something, and your entire fleet leaves what they are doing to chase down a ship they have no hope of catching most of the time, and it gets a bit repetitive to have to keep telling them to go back and finish doing what they were doing.

I think the game doesn't allow for a fast enough pace in larger star systems, even when you set everything at the highest rate in the options. even in larger star systems I barely get to exploit half of the upgrades or researches before the game is won. so far the only way I am able to get everything or most of everything before I win is if I use a trainer to add more resources, which isn't fun at all, but it lets me use the planetary cannon, which is fun. you have to be playing a game for over 10-12 hours to even begin to afford all of the upgrades, and in multi player, it is pretty much an impossibility unless you have that much time to kill and don't get tired of playing for that long at one sitting all the time.