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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.

 

556,138 views 1,040 replies
Reply #551 Top
Sorry if these have been covered, have not had time to read the whole thread. :NOTSURE: 

I would like it if you could add to the search window a button to show planets with hostile forces.

Also I am finding that Colony frigates and Akkan's are not always autocasting colonize.

Cheers Rob.
Reply #552 Top
5) Don't listen to people asking for increases to static defenses!

It's called 'Sins of a Solar EMPIRE'! The Romans didn't take Greece with gauss turrets and repair bays, they did it with Cap Ships, er, Legions.

Seriously, the defenses are there to stop raids, to slow down invasions, offer a sanctuary for a fleet of your ships getting wailed on and running like little girls or to suplament an inferior fleet against a superior one. If they could just up and stop a concentrated invasion, it would kill the game.
End of quote


Might want to brush up on your history... the romans, while excellent in the field offensively (innovative, aggressive, responsible for many things still seen today in training and tactics), were more often than not defensive. Walled cities, walls and forts along frontiers, military history changing defensive formations. Most people make the mistake of only thinking about the 100's of years of expansion, not the times past that when they were defensive (brilliantly so for a period) and expansion was no longer possible or an interest of the empire.
Reply #553 Top
My complaint is that it does not cater to my own personal tastes of being a slow game....nay, a sloooooow game.
The battles feel perfect, I'm not talking about slow motion here. But I would like the option of making ship and base building time much slower, research time longer, ship transition from planet to planet longer, etc. Rather than just one slower speed setting, how about a 2x, 5x, 10x, 20x type speed setting for the various time based factors?
I'm not a big fan of unit caps, but I do like "time" being a factor in amassing a huge fleet. When you lose it, it should hurt...not simply set you back a few minutes.

Still, it is simply an amazing game. Bravo!
Reply #554 Top
...ship transition from planet to planet longer...
End of quote


I'm a fan of this too and I played around with the map builder and if you make a large size map and set the distances and phase lanes to maximum size, you get some pretty long travel times.

I sent a scout off to one location and 10 minutes in and he's still not half way.

Makes for interesting decisions regarding strategy when sending ships into phase space means that they are GONE for a pretty long while. It's almost like sim'ing relativity.

See, when your state of the art fleet arrives at the enemy homeworld, the ships he's making are much more powerful than yours since it's taken an hour for your ships to reach him! This sort of negates itself once you max out the tech trees and such, but unless you unlock the armor/shields/damage potentials of ships so that they can just keep on increasing up and up and up, there's no way to fix that.

Reply #555 Top


Might want to brush up on your history...
End of quote


This isn't the place, but lack of knowledge about Roman methodology would not be chief among my faults.

Suffice to say any decent Sins player is going to build a fair few defenses, almost certainly maxed out on border worlds. I think I laid out my idea of what they are good for already.

The point was that Empires are built agressively and rewarding the defense over attacking makes for static, drawn out games with lots of down time. How many shows on the discovery channel are there about Lions compared to armadillos? Or sharks compared to Sea Urchins?

The consular Romans were brought into it just for the sake of being cute ;) 

Reply #556 Top
Another quick suggestion I thought of when playing again Monday night (far too late @#$@# you IronClad!).

Can we add an option to be able to locate our superweapons in the Empire Tree's search feature? We can find scouts, capitals etc, but not superweapons.

Long-term it might be nice to have more features up there to "highlight planets who aren't fully developed for: Population, Logistics, Tactical" etc with checkboxes for each. Basically so we can do some filtering on our assets to figure out where we need to work when we have a huge empire running.
Reply #557 Top
Multiple win settings. I'd love to see king of the hill - which could be anything from gaining points for holding units in a location or controlling a planet there.

There could be plenty of other win conditions... I just can't think of others off the top of my head.

Random events would be nice too... I just wish we had espionage in this game. :P
Reply #558 Top
I haven't read the whole thread yet I'm afraid, but I'd like to add a few little things;

1 - Can we have the no UI option (ctrl-shift z) as mappable in the key bindings section? I like that view and use it where ever I can so it would be great to be able to change the mapping to something more convenient like the space bar, or a mouse button.

2 - The replay feature is great. In Company of Heroes I had as much fun watching a game as playing one. Like CoH could we have a feature in Sins where the camera would automatically change what target it was tracking every 30 seconds or so.. I forget what the feature was called in CoH but it basically meant you could sit back and watch and the computer would automatically change unit views every so often. You could have a little text box appear to say something like 'Light Frigate, Pegodo system' to make it film like! :)

3 - Could we get an option to pick which sky box and deep space background we want in the game?

4 - If the planets could be arranged in a slightly more believable fashion it would help with immersion. I know it doesn't affect game play but the maps just don't look like a solar system at all.

I love the game.. finally an RTS where you have time to think and plan, and can have a relaxing strategic game. Much respect and thanks to the devs and Stardock :)

Reply #559 Top
Longer distance before fighters/bombers change into icons.
^^-*
Reply #560 Top
Forgive me if my tone is somewhat frustraited but I think in light of the latest game I've just played, I'm entitled to it. So what do I want in 1.03? The god damn Seige Frigates nerfed or replaced with a more expensive cruiser version. Here's the scenerio:

20 Seige Frigs (AI) vs. 4 Planetary shields, 30 LRMs, 1 Carrier, 1 Battlecruiser (type that can conolise). Me TEC, them the Vasari.

Four Planetary shields did diddly squat in terms of defence and 30 LRMs and 2 Capital ships could not kill the seige frigates fast enough to save my planet. In the time it took them to eat through 4 shields and kill my connoly I killed one of their seige frigates. Cost of my fleet is 13,500 Credits. Cost of theirs is 9,000 Credits. That's 4,500 Credits more than the cost of wiping out an enemy connoly for a single loss. That's taking the piss.

Bottom line: You can kill your opponents connolies and escape before loosing any kind of significant numbers. They are game breakingly powerful. - Nerf, replace or remove them.
Reply #561 Top
I'd like to have custom ui buttons which can have their own custom hot-key. Like a bunch when selecting a Fleet, or a planet or a ship etc.

That way I could tweak the ui just the way I want it. Ex. One button which is hotkeyed to #random which tells all the frigates and fighters to attack target X @ their current location. Or A moveorder back to home planet. Or a button which tells planet X to build structure Y. The possibilities are endless.. :D
Reply #562 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.
End of quote


Then *conquer* them back... its a 4x conquering game... :p
Reply #563 Top
Forgive me if my tone is somewhat frustraited but I think in light of the latest game I've just played, I'm entitled to it. So what do I want in 1.03? The god damn Seige Frigates nerfed or replaced with a more expensive cruiser version. Here's the scenerio:

20 Seige Frigs (AI) vs. 4 Planetary shields, 30 LRMs, 1 Carrier, 1 Battlecruiser (type that can conolise). Me TEC, them the Vasari.

Four Planetary shields did diddly squat in terms of defence and 30 LRMs and 2 Capital ships could not kill the seige frigates fast enough to save my planet. In the time it took them to eat through 4 shields and kill my connoly I killed one of their seige frigates. Cost of my fleet is 13,500 Credits. Cost of theirs is 9,000 Credits. That's 4,500 Credits more than the cost of wiping out an enemy connoly for a single loss. That's taking the piss.

Bottom line: You can kill your opponents connolies and escape before loosing any kind of significant numbers. They are game breakingly powerful. - Nerf, replace or remove them.
End of quote


How about you try some strategy in this here strategy title???

One of the avenues for research is the capacity to see fleets coming along phase lanes. You can build scouts and send them in & out of planetary systems to get updated intelligence on your enemies` movements.

Possibilities:

1. Find where the Siege Frigates are mustering and destroy them with an attack by your own fleet, pre-emptively.

2. Suck back the loss of a colony and be content in the subsequent destruction of a large chunk of your enemy`s war effort, IF you were smart enough and diligent enough to Search & Destroy that Siege fleet.

3. Stop WAITING for an attack and get out there - take the initiative. Force the computer player to react to *your* maneuvers.

4. Build your own Siege fleet.

5. Distract the enemy with hit & run tactics behind his lines. Change his build priorities so he generates something to counter your own activities.


I am so very tired of reading "Siege Frigates need to be nerfed"...

If I max out my Vasari fleet capital ship limit and construct 16 (?) of the planet resource draining vessels, once they hit level 6 I guarantee I can take down any enemy planet faster than 16 Siege Frigates, and I will likely never lose a single cap ship in the process. Does this potential mean those Vasari cap ship types need to be nerfed?!?

Get a grip!

Develop some strategies!

React!

Adapt!

If you make Siege Frigates less effective, I will then need to deploy more of them to get the same use out of them. And no, I do not build a gazillion. Although I could, and if I found myself needing to, I certainly would. THESE SHIPS ARE FINE. Adjust them such that they are less useful and they shall become... less useful. Those folks who can`t grapple with strategy will no longer get deservedly arsed by such fleets, but the rest of us will no longer utilize them... precisely because they`ll be "less useful".

The Siege Frigates already are less useful - engage them with a regular warfleet and watch the lop-sided battle! In ship-to-ship combat they are quite ineffective. Hunt them down! Prioritize their destruction! BLAAAAAAAAAH...

Want to decrease the frequency with which an A.I. deploys such massive system destroying fleets? Fine. I object to crippling the assets themselves though. I don`t want to see wobbly WarCraft Catapults flying around.
Reply #564 Top
Regarding A.I. ability, remember that Difficulty and Fun are two different things that on occassion cooperate.

If you improve the A.I., please toy with variety - *sometimes* the A.I. should be more capable in some way or ways, not all the time.

Regarding in-game voice audio, I find the current frequency and array of voicework to be fine. I find the absence of more voicework pleasing... I am "We`re in for some chop" and "In the pipe, 5 by 5" 'd out. That obsessive-compulsive need to have a comment from every unit every time is unnecessary and potentially annoying. And no comedy please: let others sully their lesser games with it. J`kar wasn`t rattling off one-liners during B5 combats... .

(I apologize for my imperious tone... I just care greatly for this game after becoming properly addicted to it, and I have a certain forceful method of expression. Then again, I am a Tyrant.)
Reply #565 Top
i have jsut found something that would be extremely easy to implement (a single dev could implement it in the time they spend reading this)

on the display of your planet's allegiance, the part where it shows the increase rate, make it show to .001% instead of to .01%
this would make sense because it never (that ive seen) goes above .05%, and it increases so slowly sometimes that it would be nice to see more precisely what it is at
Reply #566 Top
the only thing i wont to be added is more logistics and tacktical slots on planets
Reply #567 Top
Sorry - one more Siege Frigate post (a solution for all):

In game menu Option screens, feature a "Siege Frigates Nerfed" toggle. Default is unchecked.
Reply #568 Top
Here are some of my thoughts/opinions on the game. The balance between offense and defense is good. I generally like to play a defensive game but have been forced into a more aggresive stance to start making my opponents react to my moves instead of just reacting to theirs. I like the fact that you have to research carefully or you will lose.

The PJ could be slightly improved in the amount of time it delays an attacking fleet but anything more will cause the game to become stagnant on planets of impending doom. The only way to stop the game from becoming a production/slug/click fest after all the research is done is to increase the amount of research needed or make each item take longer.

I think the biggest improvement could be made in fleet control. The abitlity to use different formations based on the composition of your fleet would be helpful.

Thanks for providing a unique game that is great fun and a great change of pace.

Thank you.
Reply #569 Top
Some ideas (based on ideas from other users, some I just literally repeat because I happen to agree with them :)).

Not all are meant for 1.03. I would like some `quickfixes` for diplomacy, I just quit a game because I got attacked by 5 different AI players at the same time because I couldn’t (or sometimes didn’t want to) complete their missions of attack X...

I really do think the diplomacy can bring a lot more depth into the game.


1. More involved Diplomacy
- Start neutral
- ways to initiate an AI empire to like you other than just doing their bidding. Throwing money, metal, or crystal their way, giving some tech, sending a candy gram- something so that a player can take the initiative in diplomatic relations.
- Replace the "Kill X of Faction Y's Objects in Z minutes" with "Help me defend point X" and "Help me attack planet X. I'm leaving to attack in Y minutes."
-A `join me in war` mission – war lasts X minutes and you get paid per ship you send out.
- Make penalties relative to status of relationship (good relation = less decrease for not doing an assignment).
- Be able to decline an assignment (with a lesser penalty). Saying you can’t do it is less bad than saying you can and then not do it..
- Send activists to trigger a revolution so bordering planets where you have a strong culture convert to your empire (and off course vice-versa)

2. Make the supply cap relative to the size of your empire.

3. Better defensive capabilities. In essence, the stationary and planetary defences should hold out against a small fleet and hold out long enough to get help from a defensive fleet in your empire.

- Maybe decrease the cost or increase the effectiveness. Maybe the latter is a better idea, with 8 hangars it already gets a bit full…
- a potential "Militia" planetary infrastructure upgrade. This would allow the planet to deploy a small fleet of ships to slow down any invading force...

4. unit veterency (achieve higher levels through combat experience)

5. Siege frigates are to powerful – solve siege frigate rush problem

6. The AI seems to break and run to much..even when they out number you.

7. Remove messages ` AHAHAHA, Planet X is mine ` when only 1 ship enters the gravity well

8. More ship movement rather then sitting still during combat. Also, making the fighters bank when they turn. Would make things prettier. Besides the pretty lasers getting shot there isn’t much happening. Although, maybe this makes it a bit too messy?

9. Slower AND faster game speed

10. some control over victory conditions. Maybe checking a little box for the ones that count. For example, "normal victory" and "they all must fall". And maybe a victory condition where the first to destroy the pirate base wins

11. Set a patrol area for a fleet (route, selected planets or range from planet??) – it than automatically jumps to a planet if it’s attacked. Makes it easier to defend more than 1 planet with 1 fleet.

12. A little bit more explaining on the difference in fighters, cruisers and cap ships. I did the tutorial but I still have some trouble figuring out what purpose they serve best.

13. Be able to see the charts you can analyze when quitting a game (by clicking on the rankings in the bottom part of the interface?), I like charts :)

14. a tech to increase logistics/tactical slots.

15. Comm chatter? Make traders chat nonsense – fighters announcing their trip to heaven or hell (depends off course on how effective they were :))? May make the universe feel more `alive`

16. a planet that has been severely nuked should not be habitable for a looong time, maybe the rest of the game. Maybe adding an ability to colony ships to make a planet habitable again (should take a long time).
Reply #570 Top
I dont know if this has been said yet or not, but:

1. If you could add in this next patch or a later one the coding n such for strikecraft to cost money. I like the idea that you get the squadrons for free and they regerate overtime, however I would like to see this code added in for mods, where a modder could make the player have to purchuse the squadrons, or this could be implimented in the game now, the squadrons would repair themselves overtime, however you have to pay for them if they get completely destroyed or have unused slots, I beleive this would make for an interesting twist, plus it would be a very nice option for making mods.

2. For the whole debate on the support cap, make it both, keep the tech tree in place as is, however have planets give a set amount of fleet support, ex. each planet gives 10 fleet support in addition to the logitstics tree and every 5 planets you control gives you 1 extra cap ship supply.
Reply #571 Top
Sometime in the future, not this patch of course, have SP campains.
Reply #572 Top
quite frankly i'm not going to read 500+ posts to see if this was already posted. so ignore me if it was.


-the only thing i really truly hate is the fact that in a multiplayer game if ONE player uses the quit option you have now have to destroy EVERY enemies planet to win the game even if the all the other opponents used surrender. it would just be nice to have the game properly end when your opponents leave and not have to bomb 7 worlds for the win

-The Reverie ability on the revelation class capital ship seems like its cool down at rank 3 might be a little low. i can permanently stun 2 enemy capital ships and never run out of antimatter.

-Return of the dark armada, i think needs looking into. i played on a 3v3 medium single star map where one enemy vasari summoned ships on par with 3 players non stop building ships who had 70% of the resources and planets on that map. he didnt have to worry about up keep and could just constantly upgrade fleet and fill ALL his ship slots with summoned ships(he had 6-8 gates on auto cast for that ability)
Reply #573 Top
this could be that i'm just missing something. But i find it frustrating when dealing with squad leaders. Alot of time i will select a group of ships and want to make the capital ship the leader, but if the cap ship isn't the highlight ship, it will make a low end unit leader. The only way i know to get a round that is to select the cap ship, then shift select the rest so the cap is the highlighted ship. It just feels way to clumsy to me, but like i said maybe i'm missing something.
Reply #574 Top
Don't know if this has been asked as I don't have the time to read all 12 pages of this but a setting for how often you find stuff on a planet by exploring it would be nice.
Reply #575 Top

  1. Targeting priorities: If you order a group/fleet to attack an area, ships should attack what they can do the most damage against (ex: normal frigates shouldn't go against the capital ships by default), unless otherwise instructed (be it by clicking on a specific target, or by setting up what's most important in a menu).

  2. Adding units to fleets: At the moment, unless I'm missing something (which is likely), you can't simply add units into a fleet, but instead have to select the fleet, select the units you'd like to add, and then click "Create Fleet" again, which erases your fleet settings (ex: simultaneous jump, attack range, tightness/looseness). It would be more convenient if there was a "Add to Fleet" button that simply added units not already in the fleet to it, without resetting the settings.

  3. Fleet naming.

  4. Keep enemy ships from retreating so often. It seems that, when outnumbered, they immediately retreat a good portion of the time, rather than calling in reinforcements (ex: I was playing a game last night, and attacked the planet closest to the AI home planet; rather than calling in the two carriers and numerous ships at their disposal on their home planet, the defenders merely retreated and let me take the planet practically unscathed).

  5. More maneuvering in battles, at least from the frigates.

  6. Make the AI think a little bit more about building placement (ex: it takes into account the fastest direct route to a hostile planet, and builds defenses along the phaseline heading that way, while building factories and whatnot on the opposite side of the planet. It's far too often that I enter a system where they've got everything bunched together, allowing me to kill their factories quickly without having to fight/navigate my way past their defenses.

  7. Like factions start off as neutral to one-another (ex: TEC factions are neutral, but a TEC faction will not start off neutral to the Advent).
  8. A couple more speed settings would be nice, such as Faster and Fastest.

  9. A DefCon-style "Office Mode" slow game, perhaps?