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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.

 

556,095 views 1,040 replies
Reply #977 Top
lift the cap ship build menu limit (currently limited to 5) and move the ability and weapon type cap up (5-6 would be good)
Reply #978 Top
1. Increase the starting Buy values on the Black Market. The early rush for Crystals is a symptom that the Crystal Buy prices start way too low. The market should be more about waiting for a good opportunity and market manipulation, no mad rushing at the start of the game.

2. Tactical Slots: They should scale somewhat with Fleet Supply. A simple percentile bonus would work perfectly.

3. Dead Asteroids: They should have at least 4 (or 8) Logistic slots. Otherwise they block trade routes.

4. Culture: It's too slow and too weak. Culture should spread more quickly, planet allegance should raise/drop more quickly and there should be more ship bonuses for fighting inside your culture.

5. Illuminators: Either make their Left & Right arcs be able to shoot in the Front arc, or move half of the damage from their Left & Right arc and add them to the Front arc. The AI simply wasn't designed to handle ships with 3 arcs.

6. Standardize the XP rewards for destroying ships.

7. Phase Stabilizer: Move them from Tactical to Logistic structures. They are logistic and economic (Dark Armada) in nature. Vasari shouldn't have economic structures fit into tactical slots.

8. PJI (of course)

Reply #979 Top
Add an option on Frigate and Capital ship factories to be able to turn off the fleet auto join option on all new ships.
Reply #980 Top
An option to turn off ship limits for SP games. This should also give the AI no ship limits as well for SP games.
Reply #981 Top
Please look into the Vista crash/freeze problem many people have. Right now I cannot play the game at all.
Reply #982 Top
I've played a couple games now, and I have found one thing that I see missing that should be fairly simple to implement, but be extremely helpful. The problem I have as a new player is that when I want to build a ship that hasn't been properly researched, the pop-up dialog for it just states that there is research that is required. Since I don't have the research tree memorized, it would be convenient to call out the exact name of the research needed in the dialog, and have a right click on the ship or build item button bring up the research window and highlight or flash the research item that I need.

I think that this would be helpful for a beginner to learn the research tree and a valuable shortcut to make navigating the interface more efficient.
Reply #983 Top
7. Phase Stabilizer: Move them from Tactical to Logistic structures. They are logistic and economic (Dark Armada) in nature. Vasari shouldn't have economic structures fit into tactical slots.
End of quote



I disagree. The strategic potential of quick & direct movement of fleets from any friendly system to any other friendly system equipped with one of these structures surely testifies as to their proper military role.


Reply #984 Top
I just thought of this. When using Support Ships that have targeted abilites it becomes very hard to use them late game. For example the Vasari Support ship that adds Hull Points to a targeted ship. When you have say 3-4 of them group together and all selected, you use the ability and target a ship. Only one of them ever goes and uses the ability. This means I have to make a seperate group for each and every one of them, which can be as many as 8 late game, and use each of their abilities once at a time on the same unit. It would be so much easier if you could assign them all to a group, use the ability, and they all use it on the target.
Reply #985 Top
[quote]7. Phase Stabilizer: Move them from Tactical to Logistic structures. They are logistic and economic (Dark Armada) in nature. Vasari shouldn't have economic structures fit into tactical slots[quote]

lol How is getting free units econmic? Their only other use is to create Phase Lines so that your fleet can move through, a Military use. It has no economic use what so ever.
Reply #986 Top
I just thought of this. When using Support Ships that have targeted abilites it becomes very hard to use them late game. For example the Vasari Support ship that adds Hull Points to a targeted ship. When you have say 3-4 of them group together and all selected, you use the ability and target a ship. Only one of them ever goes and uses the ability. This means I have to make a seperate group for each and every one of them, which can be as many as 8 late game, and use each of their abilities once at a time on the same unit. It would be so much easier if you could assign them all to a group, use the ability, and they all use it on the target.
End of quote

Tab is your friend.
The Tab key allow you to cycle through all units in a selection group.

lol How is getting free units econmic? Their only other use is to create Phase Lines so that your fleet can move through, a Military use. It has no economic use what so ever.
End of quote

"lol How is building new units economic? Shipyards can only be used to build Military Units"
So by your logic shipyards should also be Tactical Structures?

An orbital structure that can generate a fleet of ships every 5 minutes (for free at that) is definitely an economic structure.

An orbital structure that allows a single fleet to defend ALL your systems is definitely a logistic structure.

An orbital structure that allow units produced (or aquired for free) at one end of your empire to reach the other end of your empire in seconds is definitely a logistic structure.
Reply #987 Top
Before I get started, I just wanted to say I really enjoy the game. I've played it enough to get a feel for what I believe could be even better.

A (more or less) complete wish list for myself:

AI fixes

-decrease how "chicken" the AI is. It runs from practically everything, which might make immediate sense, but means that all you need to do is show up at a planet, spook off the AI, and then fortify your new planet. Move on to the next planet when you're ready and repeat the process. At some point in there, the AI will have to make a stand, but by then you've got such a huge lead in resources, you can usually swamp them. Considering that you're fighting on the AI's home turf, an equally sized fleet has the advantage over its aggressor. Even if the AI is slightly outmatched, it can get reinforcements to the battlezone more quickly than the aggressor usually can. There are a lot of good reasons for it to stay and fight.

-increase the AI's unit diversity. The AI tends to spam light frigates and missile frigates like crazy. This is all right in the early game, but in the late game, it can be pretty easily beaten by the right fleet composition. Advent fleets tend to spam carriers (which is good) and iconus guardians (which is not so good past a certain amount). Similarly, TEC fleets tend to spam Robotics Cruisers, which means its puny little ships are always well-repaired, but those ships are usually overwhelmed by a fleet with more muscle. Vasari fleets never really seem to get past the skirmisher/assailant/destructor phase.

-on a similar note, the AI needs to tech more aggressively to provide itself with more options and more advantages over the player.

-the AI also needs to be more apt with its building choices. Often, one finds the AI does not max out logistics and tactical slots on its planets even in the late game. While this is a problem in and of itself, it means the AI can't prioritize planets like a human can. It's uncommon to find AI "garrison planets" loaded down with defenses and ship-building facilities or AI "finance planets" with trade ports/refineries/research buildings. It tends to get a bit of everything everywhere, which is inefficient at the very least. Obviously, this would be extremely difficult to change - it's hard for an AI to get the "overall impression" of a situation as well as a human.

-The AI needs to know how to capture resource extractors and how to take them from others. Those extractors are extremely valuable, as they're not affected by loyalty percentages and the like and cost little to gain. Currently the AI is extremely clumsy at gaining them or utilizing them, and seems to only take them from the player as if by accident.

Interface Issues

I would love to have the damage and armor type of each ship listed in its description. Why not have a flak frigate changed to say "very light damage 21" and "heavy armor 4" or something to that effect? It lets the player immediately see that this ship is good against lightly-armored targets and is itself a heavy armor ship. It's be nice to see these stats on individual fighter squadrons as well without having to zoom up extremely close.

Ships that do bombing damage need to have that bombing damage kept visible at all times. Now the only time you can see it is when you scroll over ships in the frigate build selection - the built ship does not show how much damage it does when bombing planets.

I would love to be able to see the status of various factions between one another. It's impossible to know if my enemies are allied, in a cease-fire, or viciously warring amongst themselves until suddenly a huge mixed fleet arrives on my doorstep (or doesn't). I think diplomacy could use a bit of work too (give us resources or we'll hate you!), but that's obviously going to take a bit more work.

Balance issues

Planet-bombing frigates need to be re-examined. Currently, they've got a huge supply cost and high resource cost for a ship that effectively exists only to annoy an opponent. Large numbers of siege frigates can blitz defenses in order to wipe out planets, but the resource cost to resettle the planet and the taxes lost usually do not outweigh the cost of the dozen or so siege frigates required to pull off this move, and a lot of those frigates die in the process of going after any world that's even half-way defended due to their light armor and low hull points. Furthermore, they're effectively useless in fleet-on-fleet engagements, doing low damage to other ships and not being able to take a lot themselves. Most players (myself included) would much rather use the considerable supply cost we would've spent on siege frigates buying other ships that help our fleets maintain space dominance over the planet while we wait for our capital ships to take out the planet. You can get one capital ship for the supply of about 4 siege frigates. That capital ship only bombards as well as about 2.5 siege frigates, but it does so many other useful things that there's really not even a good comparison. Many capital ships have upgrades that let them do much more damage to planets than four siege frigates could ever hope to do (provoke hysteria, drain planet, etc.). My personal suggestion is that there's plenty of in-game room for a frigate that does a decent amount of anti-heavy damage. Siege frigates and their ilk already do anti-heavy damage, but so little that it doesn't matter - raising their anti-heavy damage while taking away or minimizing their bombardment damage would give them a role. With an anti-heavy frigate, suddenly there are effective counters for cruisers of all types and enemy planet defenses. Obviously their resource and supply cost would need to be re-examined(hopefully dropped) with such a solution and perhaps capital ships would need to do a little more bombardment damage. Give it some thought, please.

Long-range missile frigates obviously need a bit of work. They're currently the most "spammable" unit in the game because their damage output is quite high for relatively low costs and they effectively counter just about every other type of frigate, which is all most people have in the early game. Whether they need a damage decrease or a supply/resource cost increase is up to you. Obviously you already know this is a problem, as plenty of people have brought this up already. Whatever solution you take, I would just love to see the end result as basic light frigates making up the backbone of a good fleet with LRM-type frigates being viable and useful support. Currently, the LRM frigates can easily provide the backbone for the fleet and that feels wrong.
In an ideal world, with equal resources on each side, it should work this way:
Basic combat frigates > Just LRMs
Basic combat frigates + LRMs > Just basic combat frigates
Basic combat frigates + LRMS > Just LRMs
Meaning the relationship would work out a lot like modern-day infantry with supporting artillery. Infantry will easily beat out artillery positions by just rushing them, but infantry supported by artillery is superior to just infantry or just artillery.

Earlier vasari ships (the skirmisher, most notably) seem a little overcosted. I abide by your judgment on this matter, but it merits mentioning.

Returning Armada is flat-out broken. You obviously already know about this, as well. Because it's such a high-tier tech, it deserves to be good. But right now it's just way too good. Phase Stabilizer gates are already amazing without them generating free ships constantly. I might recommend having it up the supply amount or have it give phase stabilizer gates the ability to recruit ships or something else. As it is now, it's just too good.
Edit: I think it'd be awesome to let player-bought fleets stay "inside" of your phase gates, effectively outside of the game. When the need presents itself, they could be deployed from any friendly phase gate, allowing the phase gates to go from "quick" response time to "instantaneous." That'd be awesome.

Super-weapons are fun, but the Novalith's ability to two-team any planet and wipe it off the map seems a little too good. Why not simply doing 50% of the planet's remaining health? Two-teaming would still be good (taking out 75% of the planet's health), but incapable of doing the job a fleet should be doing. A TEC player can currently wipe out opponents he's never even met in combat by simply wiping out every single one of their planets from afar simultaneously.

The Vasari colonization techs are good (as they give bonuses to two planet types that aren't as good for humans at the expense of better desert colonization), but the volcanic bonuses need to go higher. Volcanic worlds are already fairly low-population and they have a worrying tendency to have unique features that further lower max population. Even if each point gave +25% (for a total of +100% at the end) bonus to population limit on volcanic worlds, they'd still be less profitable than ice planets are right off the bat.

Exploring planets needs to be more worthwhile. It usually finds nothing, rarely finds an artifact, and the remaining planet features are a mixed bag.

Phase Jump Inhibitors aren't much good, as you already know. I don't see what's wrong with them disallowing phase jumps within the system so long as they're up (gives an even bigger reason to have anti-heavy frigates for taking out defenses), but something needs to be done with them. Considering how low their functionality is anyways (in theory they're only useful against opponents who attack your system and then find they bit off more than they can chew and wish to retreat), they need to do more. If they could be made portable (expansion pack idea, right there) and put on a cruiser or something, I'd love them to death (try running away now, losers!), but as it is, they're no good.

Turrets need some work, too. Their attack range is awfully small, which makes it easy to side-step them. I don't want them covering the entire gravity well, but they really need a longer range to be as useful as hanger defenses. This would further give a good reason to bring along the kind of anti-heavy frigates I mentioned earlier in order to rip down enemy defenses (true "siege" frigates, as it were) before assaulting a planet.

I'd love to go on and on about capital ship abilities, but it's been covered before by many others. Some are extremely powerful (shield regeneration on the Progenitor Mothership, for instance) while others seem pointless (the Marauder's subversion ability, for instance, is quite weak). I'm sure you'll be rebalancing these in the next patch.
Reply #988 Top
9. Scout combat abilities should be improved a bit.
TEC & Advent Scout DPS could be increased from 3 to 4 DPS.
Vasari Scout DPS could be increase from 4 to 6 DPS, and their supply cost increased from 2 to 3.

10. Damage of Anti-Medium and Anti-Heavy against Very-Heavy and Capital armor should be switched.
Anti-Medium should do 50% damage against Very-Heavy and Capital.
Anti-Heavy should do 75% damage against Very-Heavy and Capital.

Super-weapons are fun, but the Novalith's ability to two-team any planet and wipe it off the map seems a little too good. Why not simply doing 50% of the planet's remaining health? Two-teaming would still be good (taking out 75% of the planet's health), but incapable of doing the job a fleet should be doing. A TEC player can currently wipe out opponents he's never even met in combat by simply wiping out every single one of their planets from afar simultaneously.
End of quote

Awesome idea!
It'll require TEC to at least send siege frigates to mop-up the planet he hit with the Novaliths.
Reply #989 Top
Battleships... I'm currently engaged in trying to mod these into the game, with little luck. It would be nice to have heavy ships that are between cruisers and capital ships. Im thinking of a break down like this: 2000HP, 1000 in shields and a 1000 in armor, 1 fighter/bomber team, cannot level up, hits for about 50 damage, has the range of the LRM frigates. Costs would be 2000 credits, 150 metal and 100 crystal, placing it firmly between caps and cruisers. Supply needs would be 35 supply, no capital crew needed. This ship would have no abilities like capital ships do, but would provide a nice strategic twist. It would be sluggish like a capital ship, but not quite as bad. There would be different types of battleships, much like there are dif types of caps and cruisers, some would do repairs, others would be pure carriers (2 fighter/bomber teams)while still others would be siege craft, spitting out about 35 bombing damage to planets. Base armor on the battleships would be 2.5 while shield mitigation would be 35%. I do not fully understand regeneration calculations so i can't speak to that affect just yet. Ideally this would provide some cost affective middle ground late game.
Reply #990 Top
I just played the game and found something, i dont know if its possible since i havent played for that long burt you know the for alert icons at thwe bottom of the hud, it would be nice if when theres a new message you click on it and it brings you dirrectly where the message is about, let's say a capital ship shields are down you click on it and it brings you to the capital ship, a bounty as increased on your head, click, brings you to the pirates window.
Reply #991 Top
Several Things:

1) Create new defense plateforms-having the singe ones seem to be rather useless other than spamming them. It would be nice to have defense stations that have multiple firing positions ans maybe fighters.

2) Mines-being able to create minefields would be a nice substitue to spamming defense platforms.

3) Better variety in faction ship-sure they look different, but they mostly play the same.

4) A way to hide the use interface menus on the top and bottem of the screen-would love to make some movies of the game, but thing like that get in the way.

5) Artillary ships-slow, poorly armored ships that can fire rounds into phase space that can hit a specificly targeted area in an ajacent planet.

6) A bit more types of fighters-just having bombers and fighters make them a bit useless. It would be nice to be able to research thing such as bombers or fighters that are made to take down shields or target engines for more damage.

7) I really wish that the ships would fight for position, and that taking hits in certain parts of the ships were weaker --- taking hits in the thrusters would deal more damage, and there would be more armor on the fronts, much like the German tanks of WWII. Having this would make controlling your fleet in battle all the more important. To add to that is how capital ships will simply turn to the ship they are attacking, when supposedly capital ships are bristling with weaponry on all sides, which would make the turning into the ships (disregarding when the capital ships that have cannons in the very front of the ship) rather have no point, particularly when dealing with frigates. With SupCom, it is better to have units always move due to the fact that not all shots will hit them. Shots can miss, leading to smaller amounts of units being able to kill larger ones, where as in Sins, battle is really who has more capital ships.
Reply #992 Top
Several Things:

1) Create new defense plateforms-having the singe ones seem to be rather useless other than spamming them. It would be nice to have defense stations that have multiple firing positions ans maybe fighters.

2) Mines-being able to create minefields would be a nice substitue to spamming defense platforms.

3) Better variety in faction ship-sure they look different, but they mostly play the same.

4) A way to hide the use interface menus on the top and bottem of the screen-would love to make some movies of the game, but thing like that get in the way.

5) Artillary ships-slow, poorly armored ships that can fire rounds into phase space that can hit a specificly targeted area in an ajacent planet.

6) A bit more types of fighters-just having bombers and fighters make them a bit useless. It would be nice to be able to research thing such as bombers or fighters that are made to take down shields or target engines for more damage.

7) I really wish that the ships would fight for position, and that taking hits in certain parts of the ships were weaker --- taking hits in the thrusters would deal more damage, and there would be more armor on the fronts, much like the German tanks of WWII. Having this would make controlling your fleet in battle all the more important. To add to that is how capital ships will simply turn to the ship they are attacking, when supposedly capital ships are bristling with weaponry on all sides, which would make the turning into the ships (disregarding when the capital ships that have cannons in the very front of the ship) rather have no point, particularly when dealing with frigates. With SupCom, it is better to have units always move due to the fact that not all shots will hit them. Shots can miss, leading to smaller amounts of units being able to kill larger ones, where as in Sins, battle is really who has more capital ships.
Reply #994 Top
it would be nice if when theres a new message you click on it and it brings you dirrectly where the message is about,
End of quote


Double click the unit view box.
Reply #995 Top
If you could make a better system for game replays that would be great. Finding the replay folder seems rather difficult and counter-intuitive, and then having a way to delete the file from in-game would be nice. Also, I'd put all replays in the same area, rather than single player replays in one section and multi-player replays in another. And are these forums really hard up for disk space or something? Why not have a replays area on these forums?
Reply #996 Top
The game set-up UI leaves much to be desired. Particularly the galaxy set-up. The choices are poorly explained and there is no option to turn pirates on or off.

The galaxy creator is also a bit kludgy. There is no option to turn pirates on or off and simple "have xxx suns and yyy planetts per sun" to generate a random map. The mapmakers is actually a little more powerful than that and allows more customization..which I don't really need often. All I want is to tell it to generate a huge or small galaxy with or without pirates and with xxx AIs.
Reply #997 Top
This is a request for a graphic tweak (and other stuff):

When a planet is under bombardment depict the attacking craft firing on apparent concentrations of population or major installations - not just firing anywhere - ocean, desert, whatever.

Have the devastated planet look like that for a while: fires visible from orbit, marking (craters, scorch damage) on the planet's surface, smoke plumes visible in the atmosphere, etc. These would persist for a time depending on the severity of the attack and the efforts you make in mitigating or repairing the damage.

Be nice to have a defense upgrade for planets and major asteroids - beam or missile defenses that would fire on the attacking/bombarding ships as the planet's rotation brought them into view. These would address only very near-in attackers. The attacking player would then have to spend resources on reducing the defense installations before starting a leisurely general bombardment to win the hearts and minds of the locals.

Have a surrender option for anything but the last planet/capital planet in your empire. If a colony world has been made defenseless - no defenders in space - no ground based defenses offer a surrender of the world to prevent the planet being smashed by bombing and allowing you a chance to re-take a mostly unscathed world later.

Planets that become footballs (changing hands many times with lots of bombing) should look graphically and economically like that. And, even after full repairs and upgrades, the planet's ability to support a population and the local orbital economy should be reduced in direct proportion to the accumulated damage.

Just some ideas...



Reply #998 Top
Another thing I would also like to see is a Build Que list with the ability to remove and move researchable items up and down that list so we don't have to find what is being built in front of it remove it than readd what you want again.

I sill would like to see the Military and Civilian research be independent again because we have to create separate facilities to preform research there shouldn't be a wait to start for military if you are researching civilian stuff all ready.
Reply #999 Top
How about a pause button for single player games? I know it may seem lazy to ask for that since you can jus save and reload, but I think it'll be more convienient.
Reply #1000 Top
1. Stabilize the tree scroll bar on the left side, so it doesn't jump up and down at all. It is very useful to see and perform upgrades on ships, but it jerks around like crazy with game play.
2. Give sorting options on the tree scroll bar, such as my capital ships sorted with enemy capital ships, so you can see who has an advantage.
3. Allow group selects from the tree scroll bar on the left. It only appears to allow one item to be selected at a time. It would be nice to group select and move ships of a same type.
4. Allow the tree scroll bar to display as fleets.
5. Allow more upgrades to be purchased for all types of items.