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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 #101 Top
/===========================================================================================
|
| OK i have some ideas i have been writing down while i play the game.
| Here they are:
|
| - An option to have the alt button always pushed. so that health bars, targeting
| orders, and range indicators are always present.
|
| - The black market and pirate bidder be separate buttons on the top of the screen.
|
| - The pirate bidder screen can be minimized to only show a small portion of the
| screen so that you can control your empire while keeping an eye/bidding on pirates.
|
| - Have a little pirate target indicator on the main hud, showing who is the current
| target and what the price is
|
| - When you select multiple colonies and set ship build orders, the factories should
| split the build order between them. Ex, i have two planets, with one factory each,
| selected and i build 4 ships, each factory will build 2 ships.
|
| - This is just my opinion, but im not really feeling any of the symbols. They all
| are really generic. Like, triangles with circles inside them, or circles with
| triangles inside them.
|
| - An exp bar for the capital ships.
|
| - A customizable AI attack order hierarchy; which can be custom per ship/fleet. This
| will allow me to customize what the AI makes my ships attack. For Example, I want
| all my flak frigates to attack only bombers, then fighters, then frigates, ... ,
| lastly base defense. Or make my light frigates attack other light frigates before the
| capital ships. Also a setting for my ships to either, attack lowest hp or shields,
| attack highest hp or shields, or spread damage equally or randomly.
|
| - A filter for multi-player to filter out games with passwords and AI players.
|
| - It would be nice if i could double click a planet and it will very quickly zoom into
| the gravity well, or a star and it will zoom to the solar system.
|
| Those are some of my suggestions that might be possible for this patch. Now for some
| bugs i have noticed:
|
| - On the map blindside, when ever pirates raided me, even with tonnes of bounty, they
| would go for my dead asteroid which adjacent to the pirate haven. It had nothing
| built around it. I noticed that the pirates would go in kill my constructor and
| then leave. They were not even there for enough time to destroy the colony. So i
| was essentially pirate immune. This is a very exploitable bug.
|
| - From time to time when i leave(it may only happen when i lag out)a multi-player
| game. The drag selector box will be in the background of the multi-player menu. It
| goes away when i go into another game and i click and drag a new selector box.
|
| Thank you Ironclad and Stardock for this excellent game.
|
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Reply #102 Top

First off, i realize this request is big. So i dont realistically expecti it to be in the next version. But i want to put it out there. The Pirates NEED to have thier own Economy. They need to follow rules like the rest of us. They should get their in come from the bounties we put up and from the black market. Plus maybe a little blood money on the side, since they are organized crime of course. This would make their whole existance sooo much more palatable to so many players. I love them, but they need to play by the rules just like the rest of us. Fleets materializing out of nowere is fine for release, since i know you put soo much work else were. But sooner or later the Pirate Economy needs to be fleshed out.
End of quote


interesting idea.
Reply #103 Top
Turrets turning to track targets rather than being static.
edit: i mean on capital ships.
Reply #104 Top
I'd like to see a planetary defense network that can be built in planet improvements like missile silos that fire volleys from the surface.
Reply #105 Top
Oh, another. Option to have the ships do strafing runs or orbits on each other. It looks so boring having 10 frigates just stand there shooting each other. Startrek Armada had that option as a hidden setting you could turn on. It looked really cool to see the different ships circle targets while zapping them and smaller ships doing strafing runs on the bigger ships.
Reply #106 Top
First I would like to second EvilTesla's request for a "break formation" button. Sometimes it would be most useful for every ship to go free-for-all as if they weren't in a fleet - especially during mopup of a planet. Of course, there would need to be a matching "form back up" button.

Also agree that something needs to be done about 0% structures being destroyed. It is just irritating.

Would also like to second Xthetenth's complaint about the Empire Tree jumping around too much.

Now for my own gripes :)

I've noticed that planet bombardment frigates often don't join fleets of attack ships - this is a good thing. However, when said attack fleet is given an order telling it to jump to another planet the siege frigates tend to pick up this order too... and since they aren't part of the fleet that you selected they don't honor the group jump setting. This often results in them jumping in in advance of the attack fleet which is NOT a good thing :P

So something needs some tweaking so that they either join the fleet and respect the group jump settings OR don't join the fleet and ignore orders issued to the fleet.
Reply #107 Top
1) Fix the construction bar color for TEC ;)

2) Put the Pause/Unpause Text in the center of the screen, make it larger and red!
Reply #108 Top
The pji's are currently useless. At least make them cover the entire gravity well so that the AI in their randomness gets some use out of the things.

Also, the TEC ultimate missile needs toned down.. the other two game ending guns just don't compete. You actually have to get a fleet into position to take advantage of the gains from the Advent and Vasari game enders. The TEC simply need two of the things to blow your home world into pieces in one shot, and you can't recolonize and rebuild it before the next volley. Sure in Huge games this isn't all that critical but in single star games all TEC has to do is turtle build a few launchers and rip your economy apart.
Reply #109 Top
Wow, there's a lot of text here. I didn't read it all, so these may be mentioned already.

I think the most important things are Surrendering AI and certain key interface improvements.

1) Manually add ship to fleet.
2) Manually change fleet leader.
3) View Rally Points when zoomed out.

These all seem like really easy fixes that would improve life tremendously)

Reply #110 Top
One change I really would like to see..

When managing and building at planets, I tend to use ctrl-click to select planets and center on them. I would love to see 2 keyboards shortcuts added, to cycle through the Empire-Tree's plants, select them and center camera on them. Perhaps even more ways to navigate in the Empire Tree.

I was thinking about something like alt+up/down to browse the tree, although that means you'll need your mouse-hand.

One annoyance I have with the Empire Tree, is when I want to select something in the tree and another unit of mine enters a phase lane, the tree will change place as the warping unit is displayed at the top. I haven't got any suggestions to fix this though.

But to sum it up:
Generally I'd like to see more options for the Empire Tree. Options to make it suit your preferences.
Reply #111 Top

I'd like to see a planetary defense network that can be built in planet improvements like missile silos that fire volleys from the surface.
End of quote


that would be so cool.

P.S. i love watching the TEC nukes hit the planets
Reply #112 Top
I'd love a way to assign hangars to produce crafts that go directly into a specific fleet, even across the galaxy.
Reply #113 Top
A fix for the issue where the game doesn't actually shut down. Ever.

https://forums.sinsofasolarempire.com/?forumid=408&aid=176790

And yes, some sort of improvement to the PJIs. I thought that they DID cover the entire grav-well. They don't?! The hell am I building them for?

"Block jumping deeper into territory" as an improvement doesn't actually work on maps where "deeper" leads to a plasma storm or gas giant where you -can't- build, right? So perhaps instead it should be a "chance of jump failure" per ship or something?

Auto fleet improvements. Currently the system is flawed, not perfectly functional, unintuitive, something. I've got it set up where my fleet's lead ship is the rally point for newly constructed ships, and that seems to work most of the time, but not all of the time.
Reply #114 Top

A fix for the issue where the game doesn't actually shut down. Ever.

https://forums.sinsofasolarempire.com/?forumid=408&aid=176790

And yes, some sort of improvement to the PJIs. I thought that they DID cover the entire grav-well. They don't?! The hell am I building them for?

"Block jumping deeper into territory" as an improvement doesn't actually work on maps where "deeper" leads to a plasma storm or gas giant where you -can't- build, right? So perhaps instead it should be a "chance of jump failure" per ship or something?
End of quote


Hurrah for another member in the jump failure per ship camp, allowing aggression while massivbely increasing losses if you disregard eneamy fleets :)
Reply #115 Top

Add some higher end defenses. Something that can actually hold off an enemy long enough for your fleet to come save the planet. Right now a planet dies way too fast to a good sized fleet. Also, increase the range on turrets. Too easy to bypass them entirely.

And of course, I highly suppor making PJJ better. Another thought, is to make ships jump more slowly in enemy culture, maybe warp slower too, so you can't run around someones empire so easily.

Oh, and the Marauder, for the Vasari? Its phase point ability doesn't seem to work right half the time. I use it to create a phase point then jump my fleet but it only works about half the time for whatever reason. And some of the information in ability descriptions is a bit off. For instance the Vasari cap with the ability to decrease its weapons cooldown, it actually says increase. I think its supposed to be damage it increases.
Reply #116 Top
1. Tech to be cheaper, or frigs more costly.

2. Victory conditions.
Right now it takes taking control of the entire map which is rather ridiculous imo. Games come down to making the enemy surrender.
A victory condition like "Gain control of 66% of the map." and/or "Gain control of 80% of the map." would be nice.
Reply #117 Top
allow the user to "initiate" diplomacy instead of always having to "react" to AI diplomacy.

PJI something to tweak them.

tweak the explosions, make them look better. make ships "break apart". you prob cant do this with a patch but thought i'd throw it out there.....

tweak pirate attack options. so it's not just "PIRATES/NO PIRATES". a slider for pirate agressiveness, or attack frequency.

MOONS! jk. lol.



Reply #118 Top
no planets have moons...
Reply #119 Top
Skimmed topic, hopefully no one else has posted this stuff...

1.) Share artifact effects among allies.
2.) Implement an automated tribute system, so that economist players can more effectively provide funds for war-waging allies.
3.) Give us an option to disable the rendering of planet sprites when zoomed in; that is, if the game is rendering the full model of one planet, make it render the models of the rest, for a more realistic view of distant worlds (even if those worlds would appear too small to see, or would be mere points of light).
4.) This one is a bit iffy, but... what about an espionage research option for each faction, that would give a percent chance to intercept private messages or ally chat? It would probably require a cultural influence, or a scout ship, or a even a new listening post structure, but it would certainly make FFA matches even more interesting.
Reply #120 Top

1) Manually add ship to fleet.
2) Manually change fleet leader.
End of quote

The ship with the bright white circle will be made fleet leader. The easiest way to do this is to select that ship then shift-select the remainder of the fleet. Then hit create fleet.
Reply #121 Top
no planets have moons...
End of quote


i know. i was joking because of all the threads wanting moons and all the discussions about it.

Reply #122 Top
I would like to see the ability to use more of the civilian/diplomatic side of the game as a primary strat instead of just military force.

I would also like to see a tutorial that explains the blackmarket indepth. The one included in the game barely covers it and the manual doesnt really do a good job explaining it either. I really dont understand the theory behind the portion of the blackmarket where you can set your own prices.
Reply #123 Top
1.03 wishlist:

1. Finally make "Kade Shaderow" understand that he is not the only one playing the game, and not the only one entitled to opinion.

2. Beef the defenses up a bit. Please.
Reply #124 Top
You mention fancier diplomacy as something time consuming, but while replying to another post about diplomacy earlier on I had an idea concerning the existing AI "missions". Since the game is already keeping track of progress towards completion (X metal left to give, or X ships still to destroy) the AI could give partial credit for partial success, thus making their attitude to the player a bit more flexible.

If you like the idea please also consider weighting the partial credit so that the first and last parts of the task the AI sets for the player are worth a bigger shift in attitude. At the moment only the last part counts and you get +2X to reputation and otherwise you lose X reputation. It'd be great if the AI appreciated the goodwill shown by starting the task and also the competence shown by completing it and used that -X to 2X range of reputation change to show that.

Unless I completely miss my guess it ought to be very little work to alter the calculation of the reputation bonus or penalty and I have a hunch that players would perceive the AI as much more human if it was taking a less binary view of their actions.

Reply #125 Top
The musts: :)

-A way to choose a start position please :)
-DONT FLEE
-Teamlocked AI should work better together
-Static defences are ok but in late game there shoud be a high cost tech or structure to be able to fence of or delay larger fleets. Dont throw the turtle shit at me as I said it should be high cost.
-Lol all these frigs late game did you expect us to do that as well. Kodiacs eat frigates and so he flees again!
-Doesnt the AI grasp the concept of using their tactical slots? I hardly see defense build. I only play hard AI
-More fleet cap research please, make the purchase cost of the tech high but keep an eye on the already rediculous high ammount of upkeep.
-toggle for the novalith cannon in play. AI hardly uses it humans abuse it to knock an AI out with ease. Its a lame weapon in every aspect.

The wishes:
-Make exploring more fun so you can find some more alien stuff to beef your caps up
-Starbase defence structure which you can upgrade with all kind of defences and fighter bomber squads. Like I said earlier if you want/need to turtle and accept the cost there should also be a bennefit in having a thriving econmy able to sustain the cost. Your fleet should be able to venture off with a relative ease of mind about the security of your planet. It shouldnt be godlike but way better then what you got now. Most people like to turtle so why not give it? In many ways a turtler with a plan is the most feared opponent.

Thanks for granting us a chanse to make our whises and suggestions possible and I hope you will take them into consideration. :)