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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.

 

556,162 views 1,040 replies
Reply #826 Top
* Adding ships to fleets seems a little flaky - whenever you select a ship not in a fleet and right click on the fleet as a destination (usually via the empire tree), that ship should auto-join the fleet. Even with auto-join enabled, this doesn't happen.

* The AI is really easy to beat when you rush them on easy/normal modes (small/medium maps, 1v1, 2v2).

* When you select a bunch of ships, including a capital ship, and click create fleet - the capital ship (biggest ship) should be the fleet leader.

* Need an easy way to tab between fleets.
Reply #827 Top
not sure if these have been mentioned before but:

- a way of limiting/restricting super weapons to 1 or the ability to disable them in multiplayer/skirmish

- giving the chat box a scroll bar would be nice too as it keeps erasing messages that i miss/too busy to read at the time...it is also in an odd place thats quite hard to see (for me at least)

- i agree with the pirates, a little more random would be fun, especially if they could hold a "grudge" so if you killed them once, the next time around they may decide to ignore the bounty and avenge their fellow maties.

-
I'd like to be able to have a mode were you start with the most basic things.
End of quote
a quick battle thing then? i agree with this, would be good for some instant 1Vs1, 2Vs2.

and some generic run of the mill unit balancing. except for that, really enjoying playing the game, top notch
Reply #828 Top
make it to where when you ping the allies (AI ones) immeditaly come to your aid because i have seen that they dont do that and you ethier end up losing the place or barely defending it and that needs to be fixed is what i think
Reply #829 Top
auto-place structures toggle from on and off to, only tactical; only logistical; or all.
Reply #830 Top
sup bicthes.please do something to fix the siege frig spam!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Reply #831 Top
1. Improved Diplomacy. (I never, ever bother completing quests as in a matter of minutes they will revert to my enemy.)
2. Longer Tech-tree (or longer research times) to match length of games. (Tech tree tends to max out WAY before endgame.)
3. Improved Planetary Defence. (Huge forces make defence utterly pointless.)
4. Improved Fighters/Bombers.
5. More distinctions in Race Techs/Buildings. (Too much similarity between them as it stands.)
6. Improved Cap Ships. (In large battles with hundreds of frigates, they don't matter at all.)
7. More variety in planet types. (Just a personal preference -- I miss the variety from GalCiv2.)

T.
Reply #832 Top
how about the ability to close or move the bottom menu bar? For the first time ever I have to worry about LCD burn in!
Reply #833 Top
Probably too late for 1.03 but maybe for 1.04... I read a bunch of ideas, but not all 34 pages, so I apologize in advance for repeat ideas.

1. Allow a constructor ship (maybe a special kind) to build in places where no bases can be built, ie: Stars or gas giants. In a multi-star system map, it would be really nice be able to fortify the home-star choke point. Even in single-star games it would provide a great tactical advantage to be the "king of the hill".

2. Improve the planet upgrade tool tips to give a hint as to how to increase a certain cap. IE: You max out civilian structures (no further upgrades) so the tip might say (research X to increase the cap, or with N population the cap will go up).

3. Allow gauss cannons (and anything else that might be relevant) to fire 'past' structures. Right now cannons will not shoot through another cannon. If this is a 3D space game it is reasonable to think that all structures / ships all exist on the same 2D plane (even if they do in this simulation) such that two cannons in the same line should be able to shoot past each other at the same target.

4. Clarify what fighters are good against and what bombers are good against. A tool tip on the enemy ship might say "countered by: Fighter (or bomber)". In fact, all ships should list what they are good against and what is good against them.

5. Add an option for a colony to rebuild any destroyed structures automatically.

6. Allow a defense fleet designation. A fleet with this designation will jump to nearby systems if they are attacked.

7. Pause game button. Maybe it exists, but the only way I know how to pause the game is to hit the menu button.

8. A faction's attitude toward you should take into consideration the trade they have with you (which it doesn't seem to do now). If someone is a big trade partner, going to war with them would be a bad idea. Maybe you can make foreign trade goods worth 2x as much as domestic ones. Maybe the factions minimum attitude toward you (discounting acts of war) should be based on how much money they make by trading with you.

9. Add some basic, sensible fleet formations. IE: LRM craft should go behind flak craft, capitol ships may go in the middle or front depending on their type. Skirmishers (basic attack frigate) should go in front. Maybe this will make fleet diversity more effective and thus more important.

10. Allow some research option to give gauss cannons some splash damage to make them better against large groups of weak ships. This will allow them to help against certain zerg attacks better without improving them vs heavier ships (as increasing their base damage / rate of fire would do).


Other suggestions people have made that I like:

1. Mine fields. This seems like a basic defense that is completely missing from this game. It sure would help out with the fleet of 100 bombers. Mines should be strong vs light and medium enemies. Mines should cost money/metal each. Maybe 1 credit/metal per mine. Mine tenders can maintain the field and can be set to roughly how big/dense the field is. The cost is just time and money.

2. No suggestion here, but I agree that diplomacy completely sucks. Its just basically a 'bribe me' system. It would seem that ideology should play a big factor (as well as trade). IE: Two TEC factions should naturally like each other (they both just want to trade goods and make money. War is such a waste of profit).


3. Capitol ships should be the first in the fleet list, with the highest ranking one as the main ship in the fleet.
Reply #834 Top

Video refresh problem when game is paused.

I have noticed one very strange video problem. I like to pause the game every now and then (singleplayer of course :-)) I then scroll through my fleet and look for cap ships that have upgrades to assign. Unfortunatly when I scroll the side empire units it blanks out the list of units and systems. Unpausing refreshes the list correctly. Seems like a video refresh problem. Only happens when the game is paused.
Reply #835 Top
in relation to the rally point being on a fleet; you can, just set rally point of the ship producing planet to the fleet instead of an alternate planet or asteroid.
Reply #836 Top
1. Mine fields. This seems like a basic defense that is completely missing from this game. It sure would help out with the fleet of 100 bombers. Mines should be strong vs light and medium enemies.
End of quote


yes there should be mines

but they should do more damage to bigger ships, light or fast ships (like fighters/bombers) would be able to avoid the mines
Reply #837 Top
Hey, first post and I'm really enjoying the game. A couple things have been bugging me that I haven't seen posted elsewhere. I did some searches but didn't read all 34 pages...

1) Planetary bombardment explosions should rotate with the planet surface. It looks a little funny as is. The planet surface could also get some sort of texture overlay at each hit location to represent scorching and residual fires that could fade out in a quarter or half a rotation. I don't think the GPU hit would be too bad since only a handful of planets are being bombarded at one time and overlapping hits could just be aggregated into one texture.

2) A short achievement notification would be nice on the end-of-game screen to let you know which previously unattained achievements had been met in the concluded game.

Thanks.

Yorick
Reply #838 Top
oh yeah i forgot to add something to my last post.

Multiple different ships that are in same fleet should have option to travel at same speed as slowest ship in the selected fleet(s). I find it very annoying to see my smaller ships to get to destination first before my larger and more powerful ships get there.
Reply #839 Top
Okay, I have to add my vote to buffing planet defenses and doing something about those miserable siege bombing A.I. bastards. Also, why do they run from EVERY STINKIN' FIGHT? I've been playing a game for almost 4 hours and I've yet to have a battle that the A.I. didn't run from, even when their combined forces doubled mine. Blow up my planets, run away, blow up my planets, run away. That's all they do! I loved playing this on smaller maps where I could corner the bastards, but on the big ones I try and chase them and someone else attacks somewhere else, and I have to send my fleet there so I can retake the stupid planet I lost. ARGH, sorry for ranting, but that game was FAR FAR FAR from fun.

Oh, and diplomacy as it stands is all but pointless. Sure it'd be NICE to have AI friends, but their missions are all off the wall and sometimes impossible.
Reply #840 Top
Upkeep should only be at that lvl your fleet has the size of

theres no reason why u have to pay the full upkeep when your fleet has completly been destroyed and your startin from the beginning to build it up again

diplomacy would be nice with a "neutral" mode at the start where u can make allies or enemies

Reply #841 Top
make a unit cap for individual types of units (like only 10 light carriers), so that somebody cant build 300 light carriers and swarm you with a giant group of fighters
maybe make larger unit caps for individual types of units researchable (like capship unit caps)

also, make defense platforms a little stronger (maybe even give them shields)
Reply #842 Top
Please add a confirmation dialog for "Erase Set" button. Of course it's my fault for not looking where I click (I erased all my saves for the latest game :( ), but it happens and a confirmation dialog would've prevented the situation. In general, a good rule of thumb for UIs is, anything that deletes a lot of stuff should be designed in such a way that it's not easy to accidentally do it.
Reply #843 Top
The multiplayer setup needs alot of work

Add show non password, and non full to the multiplayer filter

Add player type observer, observers can only chat in the ALL channel in game.

Now that observers can be added add the map selection to the game setup screen, if you drop to a lower player # map extra players will be in observer slots and not have exited the room. Recreating a game everytime you want to go from a 4v4 to a 3v3 bites big time cause players have a tendency to bail and you might get new players and have to manage that situation.

Do something about phase jump inhibitors, buff them

Do something about the ridiculous imbalance in the superweapons the TEC novalith is about 100x better than the others.

Add an option to disable superweapons at startup

Increase the focus fire penalty

A newly created homeworld should increase allegiance very fast. If you have a situation where (like a 4v4 or 5v5), with multiple stars and you have to flee from a star system at the beginning of game (cause there are 4 opponents right in your star system ), when you colonize a world in a different star system your allegiance is 25%, making that planet your homeworld means youll get to 100% in about 45 mins. The ridiculous thing about this is when you colonize your next planet its at 90% if its 1 jump from your newly created homeworld (which by now is around 27%). Culture buildings can help but all in all this just doesnt make any sense and cripples your economy making it very difficult for you to have any hope of continuing to be a factor in the game.

"Planet has reached its maximum population" should log an event when more civic infrastructure can be built there.



Reply #844 Top
This game has soooo much potential it's almost scary...

In a space RTS such as this one you can go so indepth in almost every aspect of it.

Such as..

- indepth trading system between planets where every planet has its own commodities

- indepth fleet options such as choosing your own ship staff (optional theres always a default ship staff avaible)

- Alien races

- Make pirate a playable race

etc..
Reply #845 Top
The reason this is important to do is that there are too many groups of people with different ideas about what constitutes a good gameplay mechanic (essentially, people want to play different games, but they all want that game to be "Sins of a Solar Empire"), and no group is gonna be happy forced to play the other group's game, so you can't "fix" the game because "fixing" it for one group is gonna cause another group of people to bitch, moan, and scream.
End of quote


I think this is a good reason for any fundamental changes (eg to fleet caps) to be available as options in the game setup process rather then forcing them on everyone wholesale.

One setup option that might help satisfy people's different preferences in game duration could be the ability to set different victory conditions when creating a game eg taking your opponent's homeworld or holding a certain percentage of planets for a set period of time. (I've mentioned this in another thread and I'm sure someone else must have somewhere in this 34-page thread!).

Reply #846 Top
I'd love to see pirates send a fleet to each player who has bounty levied against them. The current system of only one player receiving all the pirates, even if others have bounties, seems like a balancing nightmare. It would be easier if the pirates sent fleets against anyone who has a bounty. It might also make sense to increase the intervals between pirate attacks to 130-180%, while you're at it.

I'd hate to see pirates disappear from competitive play. It seems like a great concept.
Reply #848 Top
I'd also like to see mitigation looked at. As it is, mitigation seems to raise too quickly and do too little even when maxed out. I think it'd be great if mitigation capped out at 5-15% higher than it does now, but built up only 70-90% as fast. Of course, it'd be nice to see the AI changed so it more intelligently spreads its fire, to compliment these changes.

That is, unless I'm mistaken that the developers wanted to reduce focus fire and anal micro in this game.

Oh, another thing, I'd love to see Phase Jump Inhibitors' range increased by 20-40%. They don't seem worth it otherwise. It shouldn't take more than three to cover the entire gravity well of an average planet, as it does now.
Reply #849 Top
Triple phase inhibitor's jump delay time and have i effect the entire grav well in addition to Kade's above post.
End of quote


Just want to say I agree with this suggestion.

Reply #850 Top
Siege Platform on Asari's planet siege cap ship should not be allowed to cast outside of the platform's own firing range. It is much too easy to waste the ability. Also the tooltips should show how the ability is changing as you put more points in, because right now it doesn't.