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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.

 

556,198 views 1,040 replies
Reply #201 Top
I would REALLY like to see the threshold for an enemy fleet to Flee to be greatly raised. Or only have the fleet flee/retreat only once to a neighboring system he owns.

I have multiple fleets and it gets tiresome chasing the fleet all over the place. Warps in, warps out, warps in, warps out.
Reply #202 Top
Some nice additions to SoaSE would be
-a larger random map (like 10 stars)
-a large random map option with no pirates
-as said before, Diplomacy starts on neutral
Reply #203 Top
I would like to have a "rewind" option when watching replays.

Reply #204 Top
More aggressive AI players replacing dropped players (i.e. active AI)
AI surrendering

Perfect.

Reply #205 Top
I'd like to see a way to disable auto-join globally so I don't have ships joining a fleet that happens to be stationed at the planet. It's a bit of a pain to crank out some defensive units and then sail your fleet off only to leave your planet without defenders because the ones you just built joined the fleet that you just sent to another planet.
Reply #206 Top
How about resetting the Fleet update cap.

If your loosing some fights youll have enoughe fleet cap free but you are loosing economic power.
So if you have enough points free, you should get some upkeep back.

If you know what I mean.

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Reply #207 Top
I just played a game of CIV4 and found something it can be applied to SotSE.
It will be nice to start the game as neutral and need "Open border" to explore other player's planets.
Reply #208 Top
Multiplayer hosting still doesn't work behind router... please fix it

Also please add a cheat to remove the supply limit hehe~ me and my friends want it so bad
Reply #209 Top
A way to rotate formations. If instead of just clicking to issue a move order, you click and drag, it should change the orientation that the fleet's rows will take. It would add a LOT of tactical depth.
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agreed. more user firendly fleet control. being able to seperate your fleet too.

Reply #210 Top
I have a new system, that gets 5.9 in vista rating. However, it slows down in crossfire mode, and as the game progresses it gets even slower. I would like to see this patch optimize to run more smoothly,and maybe even multi-core support.

Thanks
Reply #211 Top
Another tweek to fleeing fleets jumping in/out repeatedly would be to increase the cool down period b/w jumps. Would permit better pursuit and force players to plan their jumps more carefully. Would also like to see some more sophisticated fleet formation options.

Thanks for listening - very nice game btw
Reply #212 Top
One more thing, my specs are ati 3870 Crossfire, Phenom 9500 @2.5ghz, 2gb 1066 ram, raid 0 hdd set up, Vista Ultimate 32bit. Again as stated above, it runs 60+ frames a sec in the beginning, but after an hour of play it drops down more and more so. Right now I'm lucky to get 10 - 15 fps after 6 hrs of play time, with all settings set to low!
Reply #213 Top
One more thing, it would be nice if the alt key's unit info display was remappable. I've been havin fun playing with all the icons turned off lately, but there are times when I want to hit something quick to see what is going on and being able to rebind it (I would use mouse 4 or 5) would be ideal.
Reply #214 Top
Another micro-reducing feature to allow things like repairs and LRMs to actively avoid close combat/direct fire while performing their jobs. It's daft having to micro LRMs to long range as the battle changes. Even something as simple as 'auto avoid' or 'keep targets at extreme range' would work fine. AA frigates need a 'hunt fighters/hunt bombers' button: they spend most of their time auto-targeting like everything else, ignoring the swarms of fighters and bombers. The AI seldom micros this, so that their AA frigates are basically useless.

The AI retreat decision is really broken. The AI will often decide to retreat, and after reaching jump range, decide NOT to retreat, and move back towards the targets. This means they take heavy damage due to wasting so much time not shooting at important targets. The initial retreat decision is always very early too, but that would be fine if they actually retreated instead of driving in circles until their capital ships have been destroyed.

While I'm sure it's a pacing thing, I think pretty much everything has too many hitpoints. Combat takes too long, particularly things like battleship vs scout frigate. Conversely, I think jump travel is too fast: the one-jump detection is basically useless as it isn't even enough time to cross the tactical map. Base jump preparation times (or AM recharge time) are very fast, and combined with the very long time it takes to kill anything, this leads to all kinds of frigate-dancing nonsense.
Reply #215 Top
Make the capital ships just massive (like 5x the current size)!

While in formations, the support ships and long range fighters should stay in the back.

Ability to move objects around in orbit (e.g. move the capital ship factory to other side of planet). It can be super slow, but sometimes I hate the default placement of the free ship-making building.

Beef up diplomacy big time. Missions opp. give you should be more then: give us x credits, x iron and x crystal.




Reply #216 Top
I would love to have some minor changes

1. I would love the options to chose wether or not a computer should start in the same system as me (This is meant for Random map generator or your own created map)

2. I dont really like how the dmg is shown on the enemy. Example: I have 1-2 ships firing on an enemy. When i hold my mouse over the enemie i can see the HP and SP. What i dont like is that the HP and SP jumps from lets say 200 SP to 140 SP. Just like that.

Another example is if my whole fleet is firing on a battleship and does MUCH dmg i still JUMPs... Like "haha ive got full power and health. Oh wait... no i dont... i only have 800 hp left" I would love to se the HP and SP count down as my weaponsfire hits instead of jumping between numbers.

3. Change the crystal income for the Advent just a little. Everything they have costs crystal (almost) and its not cheap.
Reply #217 Top
Given their hitpoints and cost, if anything the capital ships should be smaller. They're, what, two heavy cruisers at level one? Maybe three? It's the flexibility that makes them powerful, there's no reason for them to be huge.
Reply #218 Top
I would like to see an option for disabling the pirates. I really think this game is great.  :) 
Reply #219 Top
Hopefully nobody has mentioned this earlier but I'd love to see morale introduced into the game. Right now, the game is sort of a "Kohan in space" sort of vibe and throwing morale into the mix would be swell.
Reply #220 Top
General

-Add "faster" and turbo option to current speed setting (at 1.5x and 2x speed of current fast)

-add 16x and 32x time speed up options for replays.

Small UI things

-ability to drag and drop ships between fleets in empire tree window .Also ability to add ships to the fleet and designate leader without reforming the fleet

-add numbers and/or names to fleets and ability to rename fleets (colors are nice but often hard to tell apart)




Reply #221 Top
Make PJI's delay for longer, and cover a whole planet's gravity well.

Give static defenses an increase in range and attack power. (It would be even nicer if you made them way stronger than now, but made a new tech around tier 4 that let players do damage to turrets faster, so the turrets would help as a strong defense against minor raids and early attacks, but not against late game assaults).
End of quote


I second the above notions.. Making PJI block entire gravity well a clickable option in hosting MP games or SP is an excellent idea - would add another strategical dimension to the game. Plus quick-start option would be great as it's a real drag to go through the beginning notions every new game. I know in some maps like Quick Strike you already have this enabled ;-)
Reply #222 Top
I'd like to see either the range or dps of planetary defences upped a little as it requires so many to buy you enough time for a fleet to get there on most maps. for me atleast
Reply #223 Top
Tie the strength of the pirate attack to the amount of bounty posted. It may do this already somewhat and I just didn't notice.

You want my pirates to launch a large attack on your enemies...fine but it'll cost you plenty of credits for me to roundup all the "legitimate businessman"
Reply #224 Top
Ok, here are my suggestions ^^.

- A 3 stage upgrade for slowing enemy phase jumps down between your planet, and a 3 stage high level research for holding enemies and warning you about enemies trying to phase jump through your planets (through the "Threat Report"), as I suggested, is more ideal (and also makes the PJI "super" to use in the later stage of a game, be it a medium or large map).
Im all against oversimplified solutions, and deepen the PJI aspect would be good for this game.

- More portraits for players to choose from.

- Make it so that you can only view stats after a MP game has finished, so players dont spy on each other when quitting a saved MP game.

- A similar button to game/research speed set to low/normal/high for unit cap ^^.

- Im pretty sure not all of these could make it into the patch but they are relevant: Moons and space stations, defended special planets with that give access to constructing special units/research/items and more types of special areas,
more logistic type buildings, more research items + tons of more types of artifacts. ^.^


Hope you at least get some of the heavier of these into the next patch. :CONGRAT:

PS: Don't forget more types of artifacts. ;p
Reply #225 Top
When you select units along with a capital ship, the capital ship is not always the default ship selected on the interface making it hard to group units effectively