Frogboy Frogboy

STICKY: EASY TWEAKS to make the game better for you

STICKY: EASY TWEAKS to make the game better for you

Let us know

This is a sticky thread for people to request very simple tweaks -- things that could be put in and tested in less than an hour that you think would make the game more fun.

So suggestions like "We want a full blown encyclopedia" or "Can we have tactical combat?" should NOT go here.  These are things that should be very easy to do.

The goal is to come up with a list of little things we can do to put into a Thursday update so that people who had to wait to get the game at retail will be able to have something to look forward to to make it worth the wait.

 

378,863 views 894 replies
Reply #626 Top
16. When in a team (which I assume means it is permanent?) the AI should gift you every tech it researches. AIs should decide amongst one another which research paths to follow and then share. If I'm wrong about teams being unbreakable, please ignore this.

17. Allow us to see on the colony manager which planet currently had which focus.
Reply #627 Top
Hopefully, this is an easy one:

In the Ship Builder, it'd be great to have mock Engines, mock Weapons, and mock Modules available in the 'Extras' tab. They'd use the same models as their real couterparts, but be just for show.

The problem I forsee for this tweak would be having an overabundance of models to chose from in a single tab. This problem could be lessened by only adding the mock versions when their counterparts become available. But the best solution would likely be for the mock models to be unlisted altogether, and for them to be selected via the real model with a 'mock version' toggle. These extra considerations might bump the project difficulty above the 1hr cap desired, however.
Reply #628 Top
Don't know exactly how easy/difficult these ones would be:

Binary star systems? We’ve established that there are several star models, which is very awesome. I’m especially a fan of the purple and blue stars, along with the fact that they’re all animated. So could be possible, then, to occasionally have the single ‘star parsec’ occupied by not one star, but by two small stars orbiting one another? Just to add some flavor.

It might also be a good thing if the ‘Earth’ planet skin was somehow reserved for human homeworld use only. Even though Mars is our closest neighbor, if you put it next to two other red planets and asked me to pick it out, I’d probably fail. But everybody is always going to recognize Earth as Earth, even when it’s named Snathi IV.
Reply #629 Top
In the Empire screen (I think that's its name - the one where you can compare your stats with those of other races, or view graphs, or see a summary of all your colonies), could it be made so that, in the Colonies tab, clicking on a colony's military, social or research value sets that as the focus (or unsets it if already set)? This could save a lot of time chaning between this screen and individual planets. Likewise, clicking the colony name could be a quick link to that colony's main view? At the moment, I think these just order the list by those factors - by moving this function to the top of that list (where the column headings are), it might be possible to add quite a few useful shortcuts into this page.

Adding military/social/research sliders to that screen would also be handy if there's room (I find myself changing back and forth between that and the economy screen), though I know we can't have everything!

Also in the colonies tab, if it could be squeezed in, the amount of shields / hammers for the items a colony is producing would be a nice bonus (likewise on the main view of each individual colony, though I have said that before, sorry!)
Reply #630 Top
Hi all, don't know the game that well yet but.... I was playing a long game today, all was well until pirates showed up, derived from disaffected officers... then the game went down the pan, they were invincible. I examined their fleet to see what to counter with and noticed their logistal level was 194, with a hit pint total of 1300+ ---- and that was just one fleet!
Admittedely they'd be beating up on trade routes for a long while, so I presume hit point go up with experience and perhaps logistic cap too, but it wrecked the game for me. So I was hoping it was possible to cap pirates level too, regardless of their experience, to a maximum level no greater than leaves them competitive to the strongest player in game (player or AI); especially considering max playable logistic for player (unexperienced) is 34. Either that or tell me where I'm going wrong?!?!

P.s Would it also be possible to make the Tech Tree zoomable in the same manner as the main game screen, it would allow for a nice overview of tech status
Reply #632 Top
Ship issued commands, like Guard and Sentry, need to last longer than one turn.

I'd go so far as to say that they need to follow their orders until they are given new orders. I never told them to stop guarding, so put that check back in there list of commands, until I retard it.
Reply #633 Top
Ship issued commands, like Guard and Sentry, need to last longer than one turn.

I'd go so far as to say that they need to follow their orders until they are given new orders. I never told them to stop guarding, so put that check back in there list of commands, until I retard it.
Reply #634 Top
Ship issued commands, like Guard and Sentry, need to last longer than one turn.

I'd go so far as to say that they need to follow their orders until they are given new orders. I never told them to stop guarding, so put that check back in there list of commands, until I retard it.
Reply #635 Top
Ship issued commands, like Guard and Sentry, need to last longer than one turn.

I'd go so far as to say that they need to follow their orders until they are given new orders. I never told them to stop guarding, so put that check back in there list of commands, until I retard it.
Reply #636 Top
Ship issued commands, like Guard and Sentry, need to last longer than one turn.

I'd go so far as to say that they need to follow their orders until they are given new orders. I never told them to stop guarding, so put that check back in there list of commands, until I retard it.
Reply #637 Top
Ship issued commands, like Guard and Sentry, need to last longer than one turn.

I'd go so far as to say that they need to follow their orders until they are given new orders. I never told them to stop guarding, so put that check back in there list of commands, until I retard it.
Reply #638 Top
Ship issued commands, like Guard and Sentry, need to last longer than one turn.

I'd go so far as to say that they need to follow their orders until they are given new orders. I never told them to stop guarding, so put that check back in there list of commands, until I retard it.
Reply #639 Top
Ship issued commands, like Guard and Sentry, need to last longer than one turn.

I'd go so far as to say that they need to follow their orders until they are given new orders. I never told them to stop guarding, so put that check back in there list of commands, until I retard it.
Reply #640 Top
Ship issued commands, like Guard and Sentry, need to last longer than one turn.

I'd go so far as to say that they need to follow their orders until they are given new orders. I never told them to stop guarding, so put that check back in there list of commands, until I retard it.
Reply #641 Top
Ship issued commands, like Guard and Sentry, need to last longer than one turn.

I'd go so far as to say that they need to follow their orders until they are given new orders. I never told them to stop guarding, so put that check back in there list of commands, until I retard it.
Reply #642 Top
Ship issued commands, like Guard and Sentry, need to last longer than one turn.

I'd go so far as to say that they need to follow their orders until they are given new orders. I never told them to stop guarding, so put that check back in there list of commands, until I retard it.
Reply #643 Top
Ship issued commands, like Guard and Sentry, need to last longer than one turn.

I'd go so far as to say that they need to follow their orders until they are given new orders. I never told them to stop guarding, so put that check back in there list of commands, until I retard it.
Reply #644 Top
Ship issued commands, like Guard and Sentry, need to last longer than one turn.

I'd go so far as to say that they need to follow their orders until they are given new orders. I never told them to stop guarding, so put that check back in there list of commands, until I retard it.
Reply #645 Top
Ship issued commands, like Guard and Sentry, need to last longer than one turn.

I'd go so far as to say that they need to follow their orders until they are given new orders. I never told them to stop guarding, so put that check back in there list of commands, until I retard it.
Reply #646 Top
Ship issued commands, like Guard and Sentry, need to last longer than one turn.

I'd go so far as to say that they need to follow their orders until they are given new orders. I never told them to stop guarding, so put that check back in there list of commands, until I retard it.
Reply #647 Top
Some suggestions for player-selectable options to help with tech trading, that would be easy to implement:

1a) The player and AI races have to be both friendly with the other race and have a tech trade treaty for x amount of turns with that race, before the player or AI race can trade any tech with that race

or

1b) The player or AI race has to be allied with the other race before any tech trades are allowed.

2) You can only trade techs that you have researched.

3) When tech is traded, it is only a blueprint for that tech and not the tech itself, and therefore the trade only knocks off 1/2 the research time of the tech, instead of outright giving you the tech.

If the player selects option 1a or 1b with either or both option 2 and/or 3, it would make it harder for both the player and the AI to tech whore and to profit from round-robin tech selling.

Again, these should just be options that the player can select at the start-up screen.
Reply #648 Top
Some suggestions for player-selectable options to help with tech trading, that would be easy to implement:

1a) The player and AI races have to be both friendly with the other race and have a tech trade treaty for x amount of turns with that race, before the player or AI race can trade any tech with that race. If relations between the two races fall below friendly, the tech trade treaty is cancelled and no further tech trades are allowed until relations between the two races are friendly again and a tech trade treaty is able to be negotiated between the two of them again.

or

1b) The player or AI race has to be allied with the other race before any tech trades are allowed. If the alliance becomes severed, then no tech trades are allowed until the two races have negotiated an alliance between them again.

2) You can only trade techs that you have researched.

3) When tech is traded, it is only a blueprint for that tech and not the tech itself, and therefore the trade only knocks off 1/2 the research time of the tech, instead of outright giving you the tech.

If the player selects option 1a or 1b with either or both option 2 and/or 3, it would make it harder for both the player and the AI to tech whore and to profit from round-robin tech selling.

Again, these should just be options that the player can select at the start-up screen.

(Note: I edited this post to add more to it. Please delete the post above this one, not this one.)
Reply #649 Top
"Space is big. Really big. You just won't believe how vastly, hugely, mind-bogglingly big it is. I mean, you may think it's a long way down the road to the drug store, but that's just peanuts for space."
"The hitchhiker's guide to the universe", Douglas Adams, 1979

A galaxy bigger than "gigantic." Something large enough where all the races have the potential for substantial "elbow room."
Reply #650 Top
Ship issued commands, like Guard and Sentry, need to last longer than one turn.

I'd go so far as to say that they need to follow their orders until they are given new orders. I never told them to stop guarding, so put that check back in there list of commands, until I retard it.


Are you sure nothing happened that caused the guard command to stop, maybe another ship came in sensor range?