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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.

 

556,222 views 1,040 replies
Reply #526 Top
One more bit of blather:

I'd like to stop hearing the Chicken Little broadcasts of "Our world in under siege!" when the invading fleet consists of two light frigates.
Reply #527 Top
here is a simple one : make it so u can save your password when you log on to ICO.

why do i have to keep entering the password everytime i log in? its annoying..


sins is the best RTS ever! haha i love it..keep up the good work!
Reply #528 Top


THe pause key on the keyboard pauses the game

Cinematic mode removes GUI extras like phase lanes, gravity wells, icons, etc

ctrl+shift+z removes the Panel display, markers, pinup thingy on the left, This removes everything the Cinematic mode doesn't
End of quote


Seriously? I have been playing the game so much I'm too tired to notice this crap. The request about the tech tree stands, however.
Reply #529 Top
I was surprised when I first placed a gauss turret and it had a limited range - so I naturally assumed that it must orbit the planet to defend it - is this a possible enhancement for the underpowered tactical defense - have the turrets orbit the planet?
Reply #530 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.
End of quote


/sign
Reply #531 Top
A button to turn on/off "return of dark armada" all at once.
I can't build the units I need when dark armada is constantly filling up the fleet capacity.
Like scout and Navigator to colonize the planet or more capital ships.
Reply #532 Top
Moons would be a nice addition and please see what is causing the minidump or random multiplayer crashes.
Reply #533 Top
I've noticed that the gravity well doesn't just prevent jumping within it's area, but that ships will move back to the edge even if they're further out. I had a battle far out into the edge of the tactical grid, assuming this would mean a quick escape - on the contrary, they drove back towards the centre of the well and jumped out at the pretty blue line.

This doesn't make a lot of sense, and limits tactical options - particularly when there's a huge battle causing traffic jams. The outer area of the grid should be fine for jumping (assuming it's within the 45 degree arc on the corridors).
Reply #534 Top
Add a way to group select all structures of the same type within a solar system. Ex: Select all phase stabilizers to disable Returning Armada autocast on all of them at once to stop them from gobbling all of your fleet supply and preventing manual ship builds.
Reply #536 Top
Hi, just thought I'd throw in my 2 cents here

First off, this game is brilliant!, really well done and I'm loving it.
I realise some of my suggestions may have already been mentioned and that some may not be do-able for the 1.03 patch, but here they are anyway...

1> Be able to bind a key to the fleet icon, and have it so that you dont have to re-bind whenever a new unit auto joins the fleet.

2> Defence (in general) I think that defencive structures are very slightly underpowered (I understand its very hard to make the balance of counterable whilst remaining challenging)

3> A key to hide the UI for full cinematic lovliness and great screenshots.

4> Enable insta-zoom to gravity well view when double clicking on unit in main screen or tree.

5> Special construction frigates that can leave the gravity wall, which leads me onto....

6> ....buildable remote outposts for non-colonisable systems (not capturable but destroyable)

7> Stealthed units / Cloaking devices and therefore Stealth Detection scanners / structures.

Thanks  :D 
Keep up the good work guys!  :CONGRAT: 
Reply #537 Top

Oh i just thought of something I want.

Space monsters!!! Why has no one done this one since moo?

You colonize some asteroid and oops! Giant space worm busts out and starts attempting to mate with all your capital ships. Retreat!
End of quote


Yep space monsters, like the ones from Master of Orion, would be great. They could replace a pirate attack (either pirates or a space monster will attack).

I think the diplomacy system is great, but a player should start at 50 %.
Reply #538 Top
A way to see at a glance which tech is currently being researched. Same for ships being built.

Related to that, an ordered queue of techs, ships, and structures so you can quickly see what you've queued up + a way to quickly reorder the queue.

An "Available Tactical Slots" button on the EM search similar to the one for Logistics.

A way to deal with the AI sniping your pirate bid. Stopping to watch the bid screen to make sure you aren't outbid at the last second detracts from the game.

Give the AI some alternatives to the "one giant mass of ships" strategy. That gets old fast.
Reply #539 Top
If you want security on pirate stuff (god knows why, they're barely a threat) just drop heaps of money. Making the pirate raids a 'sure thing' and predicatble would be an absolutely TERRIBLE idea.

Just let me jump anywhere outside the gravity well dammit. :)
Reply #540 Top

Diplomacy adds nothing to the game for me. There isn't much point in trying to offer tribute or treaties if every AI opponent starts off wanting to blast you down to sub-atomic particles.

(couldn't edit a prior reply for some reason, so had to add a new one)
Reply #541 Top
I'm afraid that with 550+ posts in this thread, any suggestions I make will get lost (or have already been mentioned). But, I'll give it a shot anyway.

For the single-player game, I feel the AI's biggest weakness so far is a complete lack of concern for protecting its planets. Not only does it not place many turrets, but any time I start hitting one of its fleets, it abandons the system. I understand the idea of not wanting to lose your whole fleet, but abandoning your HOMEWORLD? C'mon. Plus, this leads to the infamous "phase jump tag" syndrome. So, if y'all could do some AI tweaking to improve the importance the computer places on its planets, I think that would help a lot. Maybe get Brad Wardell to help out - after all, AI is his thing.

Good luck dealing with all these requests. Can't say I envy you guys. Look on the bright side - at least there's enough interest in the game to generate this much discussion.
Reply #542 Top

Can't say I envy you guys. Look on the bright side - at least there's enough interest in the game to generate this much discussion
End of quote

 :p  It can be tough, but worth all the treasures we find in here!

Reply #543 Top
Minimize the need for the initial land grab. Too often, the winner is decided very early in the game by who manages to snag the most resources up front. This gets tiresome.
Reply #544 Top
Seriously, more pie...

When the pirates leave a system, do they go back to the pirate base and chill like the villains they are? I've had numerous late game excursions into pirate territory where I warp in and there are seven+ raiding groups sitting around, drinking tea or whatever pirates do in their spare time.

I don't think I ever see the pirate hostility decrease, even if nobody is putting up bounties. Is it supposed to go down over time?
Reply #545 Top
maybe this idea will not be for this patch but new capital ships would be cool
Reply #546 Top


It can be tough, but worth all the treasures we find in here!


End of quote


So Craig, have you guys made a first pre-selection of the things to add for 1.03?
Reply #547 Top
Some additions that I think would be of great benefit:

* Galaxy Forge - starting positions can be set to either SET or RANDOM. Currently, there is no way to make these changes stick to set.

One of the following set:
a.) Remove Phase Jump Inhibitor, Add Phase Jump Multiplier - instead of slightly slowing down enemies in your zones, it would be more beneficial to speed up your own ships in your own phase lanes.
b.) Remove Phase Jump Inhibitor, Add Ion Cannon - instead of slightly slowing down enemies in your zone, fire an ion blast that disables them for a few seconds, drains their antimatter to reduce phase jumping capabilities. Have a huge recharge rate on this thing, as well as a "Required Target Level" button where you can tell it to fire on Scouts and higher, Light Frigate or higher only, Heavy frigate or higher only, or Capital Ships only so the shot doesn't get wasted on something small. Either that or "Select Biggest Incoming Target" if you have PSIDAR.

* Increase either rate of fire (by base or by tech) of the Gauss Cannon or add a smaller turret with a higher rate of fire, maybe a flak gun (good vs. light frigates and fighter/bomber, weak vs. high-shielded units, uses autocannon tech upgrades).

* Gauss cannon has 2 barrels, make them fire independently at half damage. It would speed up their reaction time to changing targets when an old target has been destroyed, slightly improving their effectiveness. (And would increase their hit/miss ratios slightly)

* Gauss cannons could use for slightly more range, perhaps 5-10%.

I may post a few more later, but this is really what comes to mind right when I think about it.
Reply #548 Top
(moved from its own post)

The wins not just a little underwhelming? You get a little box pop up and mention casually that you've won. Oh and by the way don't forget to put the cat out.

I wondered if peeps agreed a little fanfare would not go amiss. Perhaps something more like in Galactic Civilisations were you get a 10 second video that just makes you feel good about the last 3 hours battling. They could hire an actor to voice over a few win conditions (James earl Jones would be nice if he's still alive?). I'm sure such a slight boost could be distributed through Stardock and require no more then a few dozen Mb at most.
Reply #549 Top
Whilst playing last night I thought some way to show what's been researched and to what level would be useful.

I seemed to spend ages trying to find what I had and hadn't researched and all this on top of running an empire getting attacked on different fronts.

On the win front I too found it a bit of an anticlimax maybe not for the next patch but some kind of stats stating how many wins most, damage caused etc or even a high score table. A great indie title "Depths Of Peril" has a info sheet which is really interesting and changes as the game is played this encourages to play again.
Reply #550 Top
I want more movies, I want a movie for Victorys(winnding the game not just a planet) and a Movie for Losing the game.

Also more diplomatic options would nice or fixing it.

AI would be nice,

What about more a variety in Planetary Defenses with missles actually lauching from the planey surface etc.