SivCorp SivCorp

---Consolidated list of improvements---

---Consolidated list of improvements---

List your improvement and vote!

Ok, time to add some structure to this beta...

List the improvement, bug or balance that is needed in Diplomacy - and we will keep track of it here.

I will also track the forums in Diplomacy and add anything I find in other posts to this one.

 

BUGS

1.  Preferences not saved separately (devs will fix)

2.  Minidumps on missions (devs will fix)

3.  Desyncs in multiplayer (send in your saves to the devs!!!)

4.  Resource pacts are bugged (not fully released yet)

 

AI  - still in the works (Devs)

1.  Will not join players team due to allegiance "ceiling" (not fully released yet)

2.  Will not accept missions of any kind. (also not fully released yet)

3.  Does not react to envoy cruisers -attacks, espionage (also not fully released yet)

 

and now for the meat of the matter...

IMPROVEMENTS

 

Here are the listed improvements that the community are coming up with.  Vote for them if you think they should be implemented.  They are divided up by categories...

 

Game mechanics

1. Have a % likelihood indicator on pacts and missions

     Yah - SivCorp, saracen16, Brazilian_Joe

     Nah - TobiWahn_kenobi

2. Continual Tribute option (% of income, metal or crystal tribute per minute to a faction)

     Yah - SivCorp, Brazilian_Joe, TobiWahn_Kenobi

     Nah - saracane16

3. AI working together on harder settings

     Yah - SivCorp, saracen16, Brazilian_Joe

     Nah - TobiWahn_kenobi

4. More distinction between AI personalities

     Yah - SivCorp, saracen16, Brazilian_Joe, TobiWahn_Kenobi

     Nah -

5. A method of Sabotage on metal, crystal income

     Yah - Brazilian_Joe, TobiWahn_Kenobi

     Nah - SivCorp, saracane16

6. A Peacetime bonus (increases credit income and culture spread with faction)

     Yah - SivCorp, saracen16, Brazilian_Joe, TobiWahn_Kenobi

     Nah -

7. A Wartime bonus (increases metal, crystal income with faction)

     Yah - SivCorp, saracen16, Brazilian_Joe

     Nah - TobiWahn_kenobi

8. Economic/Diplomatic Victory Mode - This will have a few sub voting sections with descriptions.

    a.  Gather X amount of resources/credits first

          Yah - SivCorp

          Nah -

    b.  Achieve X amount of culture control over the map

          Yah - SivCorp

          Nah -

    c.  "Wonder" building (would have a warning when started, completed and time to destroy)

          Yah -

          Nah - SivCorp

    d. "Domination" victory condition - Control X number of population and have a embassy on all homeplanets. (would help to shorten games, no mop up duty)

          Yah - SivCorp

          Nah -

    e.  "Diplomatic" victory condition - Be elected leader of the sector.  (Have the highest influence on all factions, embassy on all homeplanets and highest culture percentile) the election could be instigated every 15 mins. and the game ends when one player meets the requirements.

          Yah - SivCorp

          Nah -

 

Abilities

1. The ability to make demands from rival factions

     Yah - SivCorp, saracen16, Brazilian_Joe, TobiWahn_Kenobi

     Nah -

2. Open boarders pact (traveling within a cease-fire well causes negative reaction if not under open boarders)

     Yah - Brazilian_Joe

     Nah - SivCorp, saracen16, TobiWahn_kenobi

3. Embassy ability to spread propaganda (propaganda strengthens ties between 2 factions, causing greater

bonus/penalties)

     Yah - SivCorp, saracen16, Brazilian_Joe, TobiWahn_Kenobi

     Nah -

4. The ability to secede a planet (transfer control from one faction to another)

     Yah - Brazilian_Joe, TobiWahn_Kenobi

     Nah - SivCorp, saracen16

 

 

 

What other improvements would you all like to see in Diplomacy?

~ SivCorp

38,020 views 60 replies
Reply #51 Top

Bugs, design questions, or other issues found in current build (0.90 beta 2)

1. When doing a selection buy selection window, the missle turret things on the TFC carriers are getting picked up in that seleciton window.  It is causing havoc on my play style of select all and an area and move or whatever because they cant move so i get no move buttons.  Can you make them select like a fighter where if you select with a drag window you wont get them unless there are no real ships in the area?

2. The military strength value for the relationships seems to be wierd because as a human player there is no way to know how strong someone is.  So how would the AI know if I have 1 ship or 10000 ships if he doesnt have some kind of vision.  Why should the AI get access to the data of how strong everyone is when we cant do the same?

All my yes have a value from 1 to 10.  10 being highest priority to me.

Game mechanics

1. Have a % likelihood indicator on pacts and missions
Yes (3) 
2. Continual Tribute option (% of income, metal or crystal tribute per minute to a faction)
No
3. AI working together on harder settings
No, use a team game for that.
4. More distinction between AI personalities
Yes, (8)
5. A method of Sabotage on metal, crystal income
No
6. A Peacetime bonus (increases credit income and culture spread with faction)
No
7. A Wartime bonus (increases metal, crystal income with faction)
No
8. Economic/Diplomatic Victory Mode - This will have a few sub voting sections with descriptions.
    a.  Gather X amount of resources/credits first
Yes as long as it is an optional setting, (2)
    b.  Achieve X amount of culture control over the map
Yes as long as it is an optional setting, (2)
   c.  "Wonder" building (would have a warning when started, completed and time to destroy)
Yes as long as it is an optional setting and you get vision on where it is too, (2)
   d. "Domination" victory condition - Control X number of population and have a embassy on all homeplanets. (would help to shorten games, no mop up duty)
Yes as long as it is an optional setting, (2)
    e.  "Diplomatic" victory condition - Be elected leader of the sector.  (Have the highest influence on all factions, embassy on all homeplanets and highest culture percentile) the election could be instigated every 15 mins. and the game ends when one player meets the requirements.
Yes as long as it is an optional setting, (2) 

Abilities

1. The ability to make demands from rival factions
Yes, (10)
2. Open boarders pact (traveling within a cease-fire well causes negative reaction if not under open boarders)
Yes, (10)
3. Embassy ability to spread propaganda (propaganda strengthens ties between 2 factions, causing greater bonus/penalties)
No
4. The ability to secede a planet (transfer control from one faction to another)
Yes (9)

 

Aditional Items I would like to see implemented

1. If you backstab an AI, they remember and dont offer to ally with you 2 seconds later after the fact.

2. Give an AI player an "Insult" that would lower thier faction with you by a large ammount for a time or even provoke them to attack you.  This can be used to get some pressure off one of your allies for example or just a simple way to stop them from spamming you with requests and demands while you are ripping them apart.

3. Make a way to do counter-deplomecy, having a way to lower reltations with 2 factions that are not your own.

Reply #52 Top

Aditional Items I would like to see implemented

1. If you backstab an AI, they remember and dont offer to ally with you 2 seconds later after the fact.

2. Give an AI player an "Insult" that would lower thier faction with you by a large ammount for a time or even provoke them to attack you. This can be used to get some pressure off one of your allies for example or just a simple way to stop them from spamming you with requests and demands while you are ripping them apart.

3. Make a way to do counter-deplomecy, having a way to lower reltations with 2 factions that are not your own.
End of quote

 

1. YES

2. YES

3. YES

Reply #53 Top

Another AI improvement suggestion...

Have the AI purchase capital ship levels!

Reply #54 Top

I've seen this requeted (not on this thread)and i beleive it would be a help. Having a main capital and each star system would ahve a sub-capital. This subcapital would help incease alligenice. I never like having every planet outside of my main system have next to 0 alligence. This subcapital would be an upgrade so you could conquer a whole system and not have a subcapital in it. But if you have a map with 2-3 planets per star....this would happen "look i have 5 capitals and i only have 7 planets. So there should be aminimum amount of systems under your control before you set up a capital, but stays there if that number drops below said number. Also, losing the subcapital would drop local alligence even lower than would it normally would be. Also, (if you tie it into the secedtion ability) some planets that already have bad alligence before you lost your subcapital could secede or surrender to the subcap's killer.

--burnedbacon

Reply #55 Top

burnedbacon, I think that is an excellent idea. It makes sense too, as you wouldnt want one central government for multiple star sytems because it would be too unwieldy. System capitals makes much more sense. Perhaps each collective group of planets linked to a sub-capital have a separate allegiance level to you, so individual worlds can secede, but if you do badly a whole system could secede at once

Reply #56 Top

I put a vote yah to all of the things spoken that were voting on in this forum I've read them and I agree. I also agree with the idea that there should be more artafacts I was super superised that there weren't any added when I was paying even the lastest up-date. I look forward to seeing what comes out of this because this is in amazing game.

 

Reply #57 Top

Well, now that I think about it there is one more improvement this would be to rebellion on a planet were the planet that rebelles becomes a neutral faction with control of all the stuff that was in orbit from it's prevous empire.  You know how some times there are up rising some time even when enemie propoganda isn't even involved. Just some thing to think about it would make a very hard game

Reply #58 Top

Was just thinking, a little addition to my idea. Upgrading your sub-capital to a full empire capital would be cheaper than upgrading a vanilla planet. Think about it, that planet would already have everytihng it needs to run multiple planets, all you would need to do is expand its capability instead of starting from scratch.

Reply #59 Top

  e.  "Diplomatic" victory condition - Be elected leader of the sector.  (Have the highest influence on all factions, embassy on all homeplanets and highest culture percentile) the election could be instigated every 15 mins. and the game ends when one player meets the requirements.

I think this one will be one of the best possible changes

Reply #60 Top

What I would like to see is instead of

"If "Relationship#" is greater then or equal to 60 accept Ship Vision"

Instead that number changes based on different variables

Examples 

Does the AI have something to hide(A mobilizing Army or Super weapons{If AI starts building those})

A random factor decided on at the start of the game 

How much it will help them (He has info on my enemy's base {Which I plan to attack} )