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KrisB
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1. Ship Design.
a. I want to click on a ship design and update it. (not the ships themselves shouldn't be updated until a refit.)
b. I want to delete ship designs.
c. I'd like the drop down menu not to have a default. (ex. I'll click from the bottom up LR, star ship, then it defaults back to lancer, orbtial me.)
d. When you click on the weapons tab, it covers up your size used/total in the corner.
e. Extend the ship names.
2. I'd love in the Empire section another tab for Miltary priorities.
3. Site Rep
a. Let us decide what should be red, green, and yellow.
b. Separate military and ciliviation buildings.
c. Let us click to show spy actions. Show what class the spy that just died was so I won't have to guess.
4. Dip.
The only issue I have here is with the tech exchange. Show what Class and Level the techs are!
5. Tech.
I don't really have any problems here. I do think it is alittle tedious to click on each of the different schools.
a. Why not just show us the level researched and percentage complete on the first screen?
6. Finances.
I'd say leave it alone just explain it.
7. Empire Section
a. Make a Military pri. List.
8. Main Map.
a. Make the system names show at all zoom levels
b. That Guardian I just ran into. It shows the system name during battle, when I look on the map it isn't there.
c. A little Skull and cross bones flag for all the systems that my ships don't make it back from.
d. Some times my map gets stuck scrolling up. I have to wait for the next turn and it magically gets fixed sometimes. It isn't my mouse though because I can still move the cursor to all the other tabs.
9. AI
Leave it alone. I've played three games. I can tell you right now; just leave it alone. My first game Klacons I won by Senate, my Second Rass I lost by senate, and my 3 I turned off Senate and playing as Silicoids. I'm a peaceful guy myself. I haven't had the resources to really start ship building until turns 150-160. Before that it was 3-5 scouts, colonies and outposts. Both my first two games ended about 180. That's
10. Victory.
a. The Senate win require 2/3 majority not just sightly more than the New Orions.
11. Encyclopedia.
a. Release how to mod it out. Let the community do the work for you. Patch in 2 months.
b. I've looked at all those spreadsheet .txt files. How hard would it have been to throw those numbers in the help???
12. Build Que.
a. on the military build que., I'd like to see the stats of the ship that I designed; not some generic description. Remember how Moo2 did it? Come on All I want is Ship Size, Attack/ Defense, Armor, Shields , and Drive. There is plenty of space there for it.
b. why all the icons? I'd be happier with my build ques had names. I can always read, but icons don't relay enough info.
c. expand the military build que to six places.
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BlueDEvil
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Nice list. I like add a few more.
Under creating ground task force, there should option to list recruit or trained or experience units, not just unit type. The scrolling should stay put until you move it, rather than automatically goes back to the top.
All pull down menus should have default settings. It should remember your last choice, rather than the game default. Example why is the similar check box always check when you are likely not to used that. Everytime I load my game, it is always there. There should be a way to save your development plans so that you don't have to define them again.
Need an option to restrict the building of units on each planet like ground units only or space ships only or most powerful unit or give a specific task like building only this unit.
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PaulNAdhe
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Little Rock, AR USA
Dec 2001 time: 23:26
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Tell Santa that I want:
- Spies listable by their area. I want to quickly know which kind I need to build.
- The Build Task Force screen to stay open. When building 5 Recon Dets, it's annoying to have to reopen the screen for each.
- The Ship Design types to remember the last. When I'm looking at different starship cruiser hulls, it's irritiating to have to go through system lancer first.
- Would it be too much to ask for an open Task Force? Certainly the AI couldn't fight it, and the Watch and Cede would not be available for any battles involving this Open TF. But, it's frustrating to have a handful of ships that won't make a defined TF. I'm left with scrapping them or building others to make a complete defined TF.
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Eric S
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Las Vegas, NV
Jan 2002 time: 21:26
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quote: Originally posted by PaulNAdhe
Tell Santa that I want:
- The Build Task Force screen to stay open. When building 5 Recon Dets, it's annoying to have to reopen the screen for each.
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While I agree with the other ones, I think this one doesn't go far enough. What I'd like to see is a slider that goes from one to X that lets you set the number of identical TFs to create, where X is the upper limit of TFs you can create given what ships are designated and what ships are in the reserves.
Last night I discovered that the Viceroys had fallen in love with my BC Carrier design, so I started throwing out armadas of the things. I can't autobuild them, as that tends to throw in escort/recon units that I would rather reserve for my Titan-based TFs, so I have to build them by hand. Well, after spending over half an hour making about 15-20 of them, I still have the same number of BC Carriers listed (aprox 100), so I suspect that that I may never create enough TF to use them all up. SIDE NOTE: just realized how to find out for sure exactly how many BC carriers I've got in the reserves! Look under the non-design tab under shipyards, can't remember what it's called.
EDIT: that trick worked, turned out even after all the armadas I had already created, I had another 158 BC carriers to go.
There's another idea. rather than show each individual ship in the reserves, just show each design, and a count, with an easy way (another slider?) to specify how many of them you want to add. Would make the list much more manageable.
Last edited by Eric S on 11-03-2003 at 05:09
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PaulNAdhe
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Little Rock, AR USA
Dec 2001 time: 23:26
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When the SitRep says 'Joe Blow has retired from service to the empire' Well ... exactly what did ol' Joe earn his gold watch doing? What type of spy was he? With the current state of the Espionage list I have no way of knowing which of the areas are now deficient.
We need a sortable list of the espionage tables. Maybe not as elegant as the planets, but definitely able to sort by area and maybe by the luck, cloak, dagger & etc. Sorted by name or time of recruitment is almost as bad as having nothing.
How did this stuff get by the beta testers???
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habadacus
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quote: Originally posted by KrisB
12. Build Que.
a. on the military build que., I'd like to see the stats of the ship that I designed; not some generic description. Remember how Moo2 did it? Come on All I want is Ship Size, Attack/ Defense, Armor, Shields , and Drive. There is plenty of space there for it. |
Big time agreement on this one! When you click on ship in the queue now you have a quarter of your screen taken up by Selected Item Details. I'm no game designer, but I think that would be a perfect space to put details on the selected item. Now all you get is that awful, ugly, generic, one-size-fits-all ship picture, and a big window basically regurgitating what you already know about the ship's mission. Yeah, a long-range ship fights from long-range. Even if this is the first video game you've ever played, that isn't useful info to anyone, on any planet or from any species. Well, maybe that sakkra need to know that, but I digress. It looks like they were going to use this space for real info, but just left the placeholder text in there, and never decided to get around to it. Hopefully they'll fix this in the patch.
Last edited by habadacus on 11-03-2003 at 08:17
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Proteus_MST
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14. Troop Overview
Aside from having a "Fleet Overview" we should also have a Troop Overview, where all Groundtroops already deployed are listed along with the Planet on which they are deployed.
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BlueDEvil
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Diplomacy AI need a fix. How about trading my light armor and phaser for your very light armor? No reason for wanting very light armor when you already have light armor and throw in phaser as well. Ok, I'm on good terms with AI player, but this shouldn't be happening.
Tech trading sucks because:-
1) You have to check what the AI have. Then....
2) You have to check whether you are researching it or not. Then....
3) You have to check what you can offer. Then....
4) You found out you have a better one.
Need to have more info especially on the tech itself. Diplomacy is boring. Where is the check box for Diplomacy AI? There isn't any. At least the AI should handle the trade agreements.
Friendly ships blockade is a damn nuisance. I have already colonize the system, why do I have to wait until all other friendly colony ships leave the system before I can continue to colonize.
Looks like it is better off to terrorise the whole galaxy instead. No more boring diplomacy. Much more fun this way.
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WarriorPoet
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How come no one mentioned being able to save your development plans???
This is THE MOST ANNOYING PART OF THE GAME!!! Well that, and the random technology thing. But seriously, I spend the first 10-15 minutes of every game setting up the priorities for my viceroys. I want to save the development plans under an empire name, etc...
Do that for me and I can live with the rest.
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Hydro
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Winfield, IL, USA
Jun 1999 time: 05:26
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I want the Ithkul to be more meaningful in the flavor and operation of the game. They are a terrific plot device – Evil Incarnate (like the Alien movies, only these nasties have even more attitude). With a little tweaking these could add more flavor to the game, and pick up where their significant back story leaves off.
Specifically I’d like to see:
1) Diplomacy - Specialized messages to and from the Ithkul in the diplomacy dialogs (minor item – may be more trouble than it’s worth). The Ithkul could say thing like “We have considered your proposal and reject it, drooling in anticipation” or “We propose that you serve as hour hosts. Since you do not see the wisdom in this, we declare war on your pathetic species”. A response might be “You are vermin. We will not treat with parasites”
2) Ithkul and Unrest – I think having the Unrest factor on any planet with Ithkul should spike sharply (say by 50 to 100). This would be the natives being very unhappy at being EATEN and used as hosts by a bloody parasite. And, when these blights migrate to other planets (as the races and magnates do) then these planets should have unrest. So, if an Emperor wants Ithkul subjects, be prepared for the consequences.
3) Genocide - As Emperor I should be able to decree that certain folks are to be exterminated. I might receive a morale/unrest bonus if this race is hated (like the Ithkul) or negative if they are neutral or friendly. This would be a nice tie-in for the natural disposition between races, and make it more meaningful. It would also be a nice way of making sure no nasty Ithkul are in my empire.
Right now the only way to prevent Ithkul infestation is to obliterate any worlds they are on. This seems rather severe since there may be non-Ithkul there. There was one instance where I took over a world that had a small Ithkul population that I didn't know about (it was not owned by the Ithkul) – I had to starve them to death and HOPE they didn’t spread before the entire population died.
Last edited by Hydro on 14-03-2003 at 00:53
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Hydro
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Winfield, IL, USA
Jun 1999 time: 05:26
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There isn’t much new here, just some thing’s I’ve experienced and that vex me:
15) Planet starvation and blockades – It is my experience that another race’s fleet will blockade your world unless they have a non-aggression or better treaty with you. This is ridiculous. A planet should only blockade races they are at war with since, in my opinion, it is an act of war to starve/blockade another race’s planet. At LEAST don’t have a race that I have a economic/research treaty with starve my worlds to death! Make diplomacy count for something!
16) Manual fleet combat – I’ve tried to manage fleet combat and it is not a happy experience. One particularly irritating problem is that my fleets will make no effort to protect themselves unless I tell them to do so. There should be a Defense tab to allow them to fire at missiles, fighters, or whatever. Or, let me select Target of Opportunity, which would essentially let the AI take over part of the combat while I concentrate on something else.
17) Tactical combat inset screen - again, mentioned by others, but have a small (2”x2”) screen showing where forces are. I’ve ‘lost’ parts of my fleets and only find they’re in trouble when I hear shooting. By the time I find them it is too late – give me this zoon-in feature to make human-controlled combat easier.
18) Retreat in AI controlled combat – others have mentioned this, but let me tell everyone to bug out when I’m in over my head. Right now the AI fights to the death, which is stupid.
19) “Finish combat” – I’ve had to wait for 7.5 of 10 minutes for combat to be resolved when nothing is happening. Let me Auto Resolve so I don’t have to waste my time watching a scout and a transport NOT fight each other.
20) Modify selection screen – let me see what my forces are (at least # ships and fleet type/size). Then I can decide what to do.
21) Planetary Bombardment – This seems to only come up if I resolve tactical combat. Give me the option of what I want to do in this phase – the AI never seems to do anything. Another note – let ground troops die, too. Otherwise all bombarding does is destroy pop and structures, making it effectively useless except for extermination
22) Making troops ‘obsolete’ – let me make magazines, marines, or other non-useful military items unavailable to the stupid AI. There is a point where these are obsolete (who needs marines when you have armor?) or redundant (when I have 200+ of each).
23) Max build setting – let me say “No more than 75 transports” or something similar. Right now I have to set items to be obsolete to prevent the AI from building them (cumbersome).
24) Autoexplore – let my scouts or task force be set to autoexplore. This is a minor item, but after a while I don’t want to mess with pushing my scouts all over the place, and I’ve found they’ve been sitting at Planet Booblebleck for 10 turns. This would also be a good thing for the tons of scouts the AI builds – I’ll just send them on their way and forget them. I see this as being like AutoColonize by the AI. Sure some die, but if I cared I’d do this myself…
25) Race and empire names – as mentioned by others, put the race name (Ithkul) by the empire name (Zk’aack’re).
26) Spying – let me determine the ‘intensity’ of spying (high, medium, low, none).
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BobD
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Besides everything already mentioned, I would like the game to remember my preference settings so that I don't have to turn off the "Master's Notes" when I start/load a game!
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