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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.

 

556,084 views 1,040 replies
Reply #901 Top
So I've seen a lot of good suggestions and some interesting ones.

First I want to start by saying this game is awesome. However a few tweaks will make this game even better.

1)PJI must be tweaked to make them useful.
2)Quick Start option (Allowing you to jump into the game instead of starting from scratch.)
3)Pirate Raids - Less static, Make them dynamic. How about, Pirates only attack you when you annoy them, like flying through there territory. Setup a few Pirate outposts at random. The bounty system works fine, but the timer makes it monotonous.
4?)I also saw a Post about Random Events. I think this would make the game more fun and interesting. Add space monsters that protect planets? How about a Master planet that holds more population and everything else, but also heavily guarded. Virus outbreaks on planets causing population deaths or finding abandoned fleets that want to join you. Captians? 4.5?)Adding a Captain option that allows you to hire commanders for your capital ships giving them more of a bonus? Fantasize with me here for a moment and think about what we dont know about space and its endless possibilitys. How about a worm calapizes and destorys some of your fleet? Or makes it impassible.
5?)I also liked the idea of Research being a give and take situation. If you pick to upgrade your Weapons then you cant research faster jump drivers. Then you could add an option to let players trade or sell techs to each other for money or other techs.
6)How about an upgraded surrender system allowing you to give other players your planets or fleets without completely ending your game.
7) Base defenses? How about add planetary mine fields that do massive damage to small areas. That way you not always completely caught off guard by a massive fleet of attacking foes. Mines can be attracted by magnetics or something and when connect with enemy fleets they explode doing large amounts of damage in the surrounding area.
8) Black Holes? lol I don't know exactly what use there would be, but it would be very interesting. Maybe it would be like a worm hole that you can't get out of. You just get sucked in and your ship gets destroyed.

I don't know about every one here, but personally i feel like the game lasts forever and not every one has forever to play so i feel that more speed options and the quick start modes would help increase the enjoyment from battles.

I know this only gonna be update 1.03 and that +.01 version isn't going to add or fix everything. However the most important updates should come in this version.

Is it possible for an outsider to make a mod that incorperates some of these aspects? Just curious.
Reply #902 Top
This is probably a stupid question - forgive me for not reading through 36 pages of stuff :P
This has probably been suggested before - but what about unit type limits, in terms of percentage? That would stop spammers.
Isn't one of the main points of this game forcing one to play combined arms? Isn't this what makes it different and unique? The other RTS's are dismissed as click-fests (with some exceptions, of course); why should this game turn into one as people spam units?
Reply #903 Top
Great Game!

I'd like to add to other people's ideas as well as drop a few of my own.

1. Instead of just giving more squardrons or making a player research more squadrons for hangers; allow them to level up and receive them. You could also add a slight hit points increase with every level. I would suggest 5 levls max.

2. The same idea could be added to Defense Turrents, a slight dmg and hit points increase with each level.

3. Fix the Random Map Generator. It doesnt evenly distribute planets among multiple stars. All I get when I preview a map is one star with 50 planets and another star with 6 planets.

4. I really like that idea one of my fellow gamers made about having all players and AI start off neutral with every other faction.

5. I like to see a espionage element added to the game, but nothing too extreme; like seeing another player's entire empire and all his fleets.

There are some others I could add but those could come in another patch.
Reply #904 Top
-the units sometime glitch through objects (need to be fix)
-faster reply speeds, at least up to 16x
-(don't know if this is part of game or a bug) after there is only one pirate base (out of 3) the pirates never came... don't if it was in another star system, so it took forever (or just never, or a bug
Reply #907 Top
I would like the ability to adjust research costs - specifically to increase the credit cost significantly. I am playing everything on the slowest setting and would still like to be able to slow things down a bit more. I would like a tech breakthrough to be a big deal. It seems like I just fly through the levels to quickly to enjoy them and I am not really forced to make a hard choice between them.

Can you turn down the intensity on the cloud the guardian makes. I can't see what is going on when they are in a battle. Or just make it so that only the emeny has to look at it.
Reply #908 Top
Hello,

I would like to thank you for the great game you've put together in it's current form it's really fun. :)

Some things that I would appreciate, would be:

1) Allow multiple players to control one empire. Similar in function to games like Starcraft, the 'Age of' series and a few others, it's good to be able to play on a single empire and manage different aspects of it. It was really fun in Hegemonia too.

2) Choose starting positions on the map. Obviously not on random maps, but my friends and I like to play vs the AI, and in doing so it's often hard when you are placed opposite each other with nothing but hostile AI in between.

3) Ability to build on the Z axis. It's great we can move ships up/down, but I would like to be able to build things high and low too.

4) Better research descriptions - what does the second level of the scout probe do, what does the better jump drive tech do? It would be handy if it allowed you to jump up to two systems away directly.

5) A pirate capital ship. :)

Cheers!
Digit
Reply #909 Top
What I really hate is when the A.I. only sends one type of fleet. They either do that or build a 60+ fleet of standard combat frigs with one or two capital ships. I can understand raiding but just spamming fleets of these ships? I've tried defending my planets with Hangers and a few turrets. But there are so many of them that I only destroy a few before there jumping back out. I resettled one world five times before I just decided to abandon the world and try and fortify my border.

So here it is.
1. Have the A.I. not spam siege frigates or combat frigates and have them make more of a combined arms fleet.
2.Make the defenses actually useful. Turrets fire faster,Hangers carrying four squadrons,phase inhibitiors actually do something.

And maybe for the next patch have a more diverse tech tree to make each race even more profondly unique.
Reply #910 Top
One Little Thing:
when i have a fleet, i set attack mode only to local area, when a new ship enter in fleet, this option change to "mixed mode", please, change this, because if i have 500 ships attacking in local area and one enter, only that ship will, by stantard, attack enemy at all gravity well.

Make this: when a new ship gettin a fleet, auto change to the option is set for all, or most of then.

Thank you!
Reply #911 Top
Heres what id enjoy.

a fix for a rather annoying bug,

a friend of mine and I have played a few games on lan and have never been able to finish because either one of our games would crash after recieving, midgame, an error message about some file being dumped into a minidump. Once that happens the game crashes and well, even if we load to a point just before, the problem occurs still. It's been rather annoying.
Reply #912 Top
I've been wading through a couple of pages without encountering mention of some things I see as bugs:

- Cruiser - 2 (which makes it the third one from the left) designated as the support Cruiser (like the Severun Overseer) leave the factory with auto-join fleets DISABLED by default which makes it the only vessel that has to be micro-managed in that aspect to join a pre-existing fleet. I've had it with all three races. My solution is to not queue them when the rallypoint is a fleet and wait for all other cruisers to finish and head off, then placing the rally point in front of the factory and then turn on auto-join fleets when they are constructed and only then can I send them off to join the fleet. If you're in the middle of a heated battle and you quickly want to replenish lost vessels this can get a little frustrating.

- Another auto-join bug: When the rallypoint is fleet X around some planet that has another fleet present and the ship enters the system it tends to join the WRONG FLEET. When the destination of the ship is just the planet it is entering I could understand it just selects some fleet to join, but not when it has a designated target, for crying out loud!

- The Vasari Phasic Barrier that protects orbiting civilian structures by shutting them down and increasing defensive values. When they are attacked they automatically activate, fine so far. Now after the attacking ship/fleet is destroyed or has retreated they won't deactivate, EVER! I've lost countless recources and culture generation because I discovered, late-game, that many planets that hadn't seen any action for HOURS had structures like Resource Extractors and Media Hubs still on lock-down even though deactivation of the barrier is also on auto-use ability just like it's enablement. My solution: Don't research Phasic Barrier!

Furthermore I really support the many requests to tweak the PJI to be able to actually have FRONTIERS. Enemy fleets can just treat interconnecting planets as a SUBWAY route to any un(der)defended inner planet they want and you have to chase them all the way there, PJI's or not. Then, if you get there in time at all, you destroy a couple of ships and they can retreat all the way back with you playing catch-up all over again. That's just silly.

And maybe some tweaks to planetary defenses at some point. Don't quite know what, though. Mobile Gun Batteries, higher range/rate-of-fire, all or some orbital structures with some form of defensive weaponry like flak-cannons on the extractors and hangars, the latter maybe with additional heavier weapons.

Starbases! :P
Reply #913 Top
Rejoinable games.

We played a 7 player game today, the about of dropping/crashing was getting us down. We'd then have to save, shoot over the save to the dropped person and restart.

Why not just let the AI take over for a dropped player, but then allow the player to rejoin without a restart? Even if the game has to pause, send over an immediate save state then reinitialise. That would be fine.
Reply #914 Top
Vary the ship speeds more. Reduce capital ship and heavy cruiser speeds and increase light frigate speeds. It would make for more strategy and completely change the nature of commitment to fights. Alignment for jumping should be more strict as well. My point is to reduce the cat and mouse engagements a bit. At present if you start to lose a fight you can just retreat without much consequence. Retreating is well and good and should be a valid option but I don't think it should be as easy as it is now. These changes would also make traps more important and intel vital.

Also make capital ships more powerful. If you slow them down a bit, say by 1/3, make them pack a bigger punch. Keep planetary bombardment the same but make them more capable at ship to ship combat. Survivability may need to be increased as well I'm not sure. They may also need an increase in logistics points/ resource req's...

Increase defensive capability. Turrets should be better than they are now. The phase jammer also needs a boost. Obviously they should reach over the entire gravity well but they also need to delay jumping by at least twice their present function.

More statistics would be really helpful as well. For instance ship speeds should be listed etc... I know this is vague but just generally the more stats we have to look at the better.


I'm sure I'll think of more things later :)
Reply #915 Top
**********Oh oh oh! Here's a realistic idea!**********The ability to tell a fleet how many of what I want it composed of, or tell a system what ships of defenders I want.So I could say "I want this fleet to always have at least 10 flak frigates". If a flak frigate is lost, the nearest non-occupied frigate factory will pump out another and send it to the fleet.For a system, I can say what sort of defensive garrison I want it to maintain. When defenders are lost, reinforcements are built to maintain the garrison.I can't state how much asspain this would save - I'm sort of surprised it wasn't already in the game - surely someone had to have had this idea. It's almost MANDATORY in a game this big. It's simply overwhelming trying to keep track of each individual navy.
End of quote


MARVELOUS!!
Reply #916 Top
i do think that the vasari dark fleet is a little too powerful atm - instead of 5 ships it should only really be 2 or 3 (and you should only be able to build one phase gate at each planet)

reaching that tech for vasari is practically a win condition as u can crank out 2 phase on each planet and then get so many units without spending any resources..
Reply #917 Top
Another option I'd like to see, at least for capital ships, would be a retreat threshold in the tactics menu. say make it 25%/50%/75% hull strength/never, before the individual ship activates its retreat setting, so that you can let your fleets be even more autonomous, and not worry quite so much about losing higher-level capital ships.

I'd also like it if we could get a stand-alone replay viewer, something that people who don't have the game could download and use to watch replays of other people's games, and see what they think of the game, as well as getting a feel for how the game would run on their system? Maybe build it into the demo, perhaps?
Reply #918 Top
I'd like to see say PJI being more useful in some way. It would be nice if you could build one at each end of a phase lane and either have that lane blocked or take a long time to jump in to and travel until one of the PJI is taken out. If the slot cost was then upped you'd have to make a choice about which lanes you would like to 'block' so you could very much slow down the system hopping that lets people just run past your border worlds in to your heart lands.
Reply #919 Top
This may be a little over the top, but I would really like some more voice acting for the ships. You can tell that for the TEC, the same person did all the voices. Also, all the ships have male voices in the TEC, all strange child like fe-male voices for the Advent, and all Vasari Male voices for all of their ships.
Something that is allot easier, large and huge random maps, no pirates.
Dont get me wrong, pirates are useful and I dont hate them, but the option to play without them would be greatly appreciated.

Great job on Sins people, you made a wonder fucking full game.
Reply #920 Top
I would like an observation mode while playing the game. Not just for multiplayer, i'm talking about allowing the players to create a game where you don't own a faction but you can view every other AI player and watch them play. Its a useful tool for learning the game, imagine 100 planet battles and how long those games would last, great learning experience. Give us a viewable log as well so we know what actions each faction takes, like technology they pick and when, buildings they created, fleets they ordered, etc.

I think you need to tweak the AI also, sometimes it just stalls and doesn't make good decisions.

Reply #921 Top
Apart from some of what has already been mentioned, I have a few esoteric requests:
What I would really love to see is:

-The ability to make our solar system (an Earth texture please?)

-The ability to choose the color scheme for systems in the map editor/ Galaxy Forge (Real Space Blue, Red, Green, etc.)

-Ability to add more unique races

-True full-screen mode (no icons, no buttons, just the graphics)

By the way, you guys have done it again: superb game. Just, superlatively great.
Reply #922 Top
- More multi-star medium and small maps. So many are just 1 star. How is it that 1 star has like 40 planets?

- honestly, a deeper tech tree. Like way deeper.

- jump inhibitors that are actually effective. I am new, but I dont see why they just can prevent outward jumps completely.

- a few more planetary defense structures. like an upgrade that lets the planet launch nukes at ships in near orbit.

- some super-mega capital ships that require way more tech and are like 2-3 x bigger than the cap ships as of now. Like the Siege Dreadnaughts from sword of the stars. Damn they were cool.

Mag
Reply #923 Top
Way points for phasegates (works with returning armada)
Disable auto cast after production.
Setting for default fleet action/engagement range when come out of the factory

tks
Reply #924 Top
Build on the z-axis! Yay!
Reply #925 Top
Firstly, thank you for a wonderful game...I have been a loyal Galciv player for years and now I'm just thrilled with this game!

The most problematic issue for me (in multiplayer) has been the inability to place the players' start locations before the game begins. My friend (also loves the game) and I tried to play a team game against the AI, but we kept on ending up in different star systems and when we finally (after several restarts) were in the same system, the enemy teams (2 v 2 v 2) were split up meaning that allies could not easily assist one another.

I'm not sure if there's another way around this issue, but I think a small minimap picture with the option to place start locations would be fantastic.

The only other issue is the PJI's, I think they need to be souped up a bit to increase the time it takes to retreat much more significantly. The AI is very sneaky and always gets away from my fleet :-)

Thanks again!