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STICKY: EASY TWEAKS to make the game better for you

STICKY: EASY TWEAKS to make the game better for you

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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.

 

378,017 views 894 replies
Reply #551 Top
Change the way it handles Back to Planet. ----

When you goto the space ship build que from the planet and select a ship to build, then if you click back to planet it forgets what you jsut asked to be built. You have to enter DONE at which point it kicks you back to the main map. This is a real pain when you are cycling through your planets making sure all your build ques are in order.

Also is it possible to be able to launch fleets from your planet, select 2+ ships and create a fleet still at the planet then launch them as a fleet (would also be good for blockade fighting).

Is it possible to have launched ships take off from the planet, rather than dumping them on the 3 o'clock (tends to be 3) box, its a real pain when my ships then have to fly round the planet if I want them too go 9 o'clock for example. Ships that aren't moved off the planet at the end of turn could be returned to the planet.

It would be very handy if you could upgrade ships when they are docked at a planet, rather than having to launch them into space to upgrade, leaving them vunerable.
Reply #552 Top
What about a permanent wormhole? So if you got lucky you could send ships through it to invade later on.
Reply #553 Top
-Allow the mousewheel to scroll left and right through the parts already used on a ship in the ship building screen.
-Give us a proper scrollbar for the same effect
Reply #554 Top
Another minor tweak:

The generated names for mining starbases should also include the resource being mined (e.g. Mining (Econ/Res/Mil/Mor) starbase XXXX). This would save me the trouble of zooming in enemy mining bases to see what it's mining.
Reply #555 Top
Here's a weird one: randomly generated star names. Completely different names for stars each time you play would be nifty. The star names now in use could be the template for the randomly generated names...I have code that does this handily in several languages for my own games.
Reply #556 Top
How about morale modules for influence starbases? This could provide another elaborate strategic option for players to resolve their economic woes. The trade modules on econ starbases aren't cutting it.
Reply #557 Top
You know how you mentioned alternate ways of displaying the sliders? I love how you can split your tax rate and production rate, but it would be nice to have a seperate slider for Research spending and Industrial spending rather than lumping them together. The social vs. military sliders then could be left, or shifted to the planet screen. I'm not picky. Even the current UI is better than the ones i've in other games.

Great game. I've found myself playing until 4:45 AM and not realizing it!

I'm always sleepy at work, but the game is worth it...
Reply #558 Top
1 Make it possible to "queue up" a standard list of default social building on new colonies (EG a factory followed by a stardock followed by a research center)
2 Make it possible to view and edit all your existing designs in the ship designer rather than just being able to see the overall stats of a design and having to start from scratch when the time comes to upgrade a ship.
Reply #559 Top
Love the game guys!

Requests:

-When I decide to invade a planet and it gives us the option on how to invade (Traditional, Gas, Core implosion etc), can you actually show a video/animation of these unique invasion types happening instead of just showing 2 sides of troops/tanks walking towards each other on the battlefield?

-Also, are we not able to BOMB planets? would it be possible to add a bomb weapon/bomber class ship to the game.

Thanks!
Reply #560 Top
I "think" this would be an "easy" thing to put in. Expeditionary Forces, I want to Loan ships to another race. This has multiple uses. I can help out an empire militarily without actually going to war. My units gain experience and I can recall them when I want to. The recieving empire pays for thier upkeep saving me cash while in use. Allowing stations to be used in this way can truly make some great tactical moves. Some examples of this would be like Germany giving troops to Spain during the Spainish revolution or the Chinese during the Korean war. The exact detials I am sure would need tweeked for AI use and response I think the idea itself would be simply awesome. Entire new tactics and options would be available. Think of the Malicious joy youd recieve supplying the galactic whiping boys with 3 "lucky Rangers" and 2 Military starbases to use against the Powerhouse empire that just happens to be your ally!!
Reply #561 Top
Is it possible to click on a starbase and have it show what modules it can accept based on your current tech. level? This would avoid my problem of "Gee, that Inf. base way over there hasn't been touched in a while and my photographic memory isn't working today so I'll have to build and send a constructor out there and hope there is a decent upgrade available." This grows as galaxy size grows. 4 or 5 s.b. is fine but twenty - my brain overheats.
Reply #562 Top
Could there be a way to set up rally points that any ships can head towards, rather than just ships fresh off the assembly line? It would be very nice for when you're fighting a war on one front, and then another one opens and you need to assemble your fleets on the far side of your territory.
Reply #563 Top
1. when i select a ship with a move order on it, I would like to see its destination light up green or something. right now, its destination is lost in mix with others.
2. make it possible to turn off the ship auto-select (when a ship is out of moves, switchs to next).
3. random races ? to fight would be nice.
4. I would sure like some more random events with raiding ships/monsters/dreadlords that attack nearest, or player only on hard settings. (like the MOO2 antarans).
Reply #564 Top
This might not be an *easy* tweak, but seems to be the only sanctioned "ideas" forum...

I ran across an early post where a player described his own ships (gifted to an AI player) being used against him.

It reminded me of a story I heard many years ago about a country using planes the US gave them to attack US Navy pilots. The US pilots essentially hit a kill switch that deactivated the missles fired at them, then blew the idiots out of the sky.

I don't know if this was real, but find it an intriguing idea to add in protection to any ships traded/given to the other races. If they try to use them against me, I simply shut them down. I imagine it would have to be something researched, but think it would be very useful.
Reply #565 Top
Would it be possible to select a starbase and have an option to see what modules it can accept based on your tech. level? This would prevent my problem of "Gee, that starbase way over there hasn't been touched in a while I'll have to build then send a constructor all the way over there and hope the starbase can accept a decent module." This escalates with map size - 5 or 6 aren't bad but 20 bases - my brain just over-heats. Thanks.
Reply #566 Top
Sorry for the double-post. My computer timed out the first time and I didn't think it went through
Reply #567 Top
Not sure if this is easy, but it would be cool.

The badder your ship looks, the lower the morale of hostile ships.
Maybe the bigger the hull and more structural units you have compared to the enemy ship could yield a + or - morale modifier value for that ship. So if your ship is tiny and theirs is large then that would increase their morale and decrease yours. If you have a large hull and so does the enemy, but yours has 50 additional structural units added on and theirs has 20, then you would have the morale advantage. I think the hull size difference should be the largest determining factor though.

Just a thought. Make sure it gets in.
Reply #568 Top
#567
The badder your ship looks, the lower the morale of hostile ships.
Maybe the bigger the hull and more structural units you have compared to the enemy ship could yield a + or - morale modifier value for that ship. So if your ship is tiny and theirs is large then that would increase their morale and decrease yours. If you have a large hull and so does the enemy, but yours has 50 additional structural units added on and theirs has 20, then you would have the morale advantage. I think the hull size difference should be the largest determining factor though


Problem with that is why wouldnt i just auto add as much garbage on every unused hard point so my cargo 1 hpt ship with a lvl 1 laser doesnt make your massive battleship pee itself and flee?
Reply #569 Top
I'd like to see the option to add our species logo to our ships...a buddy of mine uses Darth maul as his logo and has his ships black/red...I'd kill to see those babies fly around with darth maul painted on their sides
Reply #570 Top
This shouldnt take long.... add like a "save password" checkbox to the metaverse login?

Thanks for providing such great support
Reply #571 Top
Diagonal scrolling when the mouse is over/near the corners. Just started playing and I keep getting caught by this. Its a small thing that really bugs me.
Reply #572 Top
Some things that are wierd in the diplomacy screan.

I can trade a tech away to a civ that doesn't have the prerequisate techs. I don't see how that is possible. And also, they will pay for techs that are less advanced then the ones they have. This being due to the above situation.

If I offer a group of techs for money, I can often get the same amount as if I just sold one. In fact, if I sell one at a time I can get five or six times as much than if I sold them together. Why can't they just assign a value to the tech that doesn't change so I can just do it all at once.

Wierd thing happens if an AI player has a tech that it simply will not give. I offer all my techs, then go for money. As soon as I move the money slider it turns green. But once I hit ok, it turns red again.
Reply #574 Top
I would really love the option (no fancy button needed, just keyb shortcut) to "really" put a ship on hold. Sentry and Guard is ok but it gets annoying when you have loads of sensor scouts scattered around that keep getting activated for every freighter or enemy scout passing by.
Reply #575 Top
Yarnith wrote in response to my post #567:
"Problem with that is why wouldnt i just auto add as much garbage on every unused hard point so my cargo 1 hpt ship with a lvl 1 laser doesnt make your massive battleship pee itself and flee?"

Response:
If you base it more on the hull size/hull type than the number of used hardpoints then your scenario would be taken care of. Say the ship with the larger hull gets +5 morale. Then for every 20 harpts used you get +1 with a maximum of +5 total for the hardpts. So the ship with the bigger hull will always either have a morale advantage or be level with the other, smaller ship.