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Post your TA suggestions here

Post your TA suggestions here

This thread is for TA suggestions. Basically, if you don't like something, or think some design choice should be re-thought, post it on this thread. Do NOT post bugs here. Do NOT post major suggestions. This is tweaks only. I'm hoping this might serve as a thread that will help Stardock put on some polish over a rough edge or two that we, collectively, are sure to spot. Put a dash in front of the suggestion, and try to separate the commentary a touch (suggest an extra return) so that suggestions and commentary can be easily winnowed by the browser of this topic. State both the change and the reason for the suggestion.

Since I have one, I'll start/demo what I mean!


- The colors for the Arceans are giving me a headache after an hour or two of play. Perhaps the yellow can be softened?


I didn't have this problem under DL (I never played DA Arceans) I think the problem is the way the Arceans colors are overlaying on the interface redesigns. Obviously, I can't be sure exactly what was causing the headache...But I think it was the color combo.

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Reply #201 Top
What would really be great is a component that allows ships to fire missiles at a selected ship or fleet on the main map, instead of the battle screen, it's a type of long
distance type of weapon, this component will allow ships to avoid having to lose HP.
Another thing i would like to see in TA, is the appearance of the Arnor.
Reply #202 Top
We already get a new victory condition but i wish we'd get one more.
Economy victory. Could be based on how much trade/tourism etc. income you get or when you reach certain amount of money (500k?) and keep it there for 10 weeks.
Reply #203 Top
what is the new victory condition?
Reply #204 Top
what is the new victory condition?
End of quote


Its mentioned in the journal entry for today. If I understand it correctly, build starbases on specific points in the map (new type of resource), wait a few turns, then win!
Reply #205 Top
1.
There was a game in beta 3C that 2 of my planets were taken by jagged knife, and I was building diplomatic translator on one of them. I don't remember clearly, but it seemed that I was not able to rebuild another diplomatic translator on another planet of mine. After I take back my planet through invasion tactics, that diplomatic translator was gone, and I was still not able to build a diplomatic translator whatsoever, then a few turns later the Yor (one of the other 9 opponents) completed the trade good - this meant that I was unable to build the trade good due to some other reason but not prior completion from other opponents.

2.
I found that trading technologies from other opponents can allow you to build planetary improvements that you normally cannot (ones that are not found in your tech-tree), and the result is quite messy - there will possibly be like 20 planetary improvements to browse when looking for the one you would like to build - it would be good that an additional tab (as the "new", "old", and "all" ones) is introduced that filters out "foreign" planetary improvements or something like that.

3.
Another suggestion for trading technologies. I found stardock quite earnest to introduce the "*" to unique technologies from different races. However, I believe that such methodology can be further improved such as adding a "double dagger" (the one that inverts "++" 90 degrees) to indicate technologies that players cannot acquire whatsoever unless through trading or tech-stealing in the trading screen.

4.
I also found it difficult in trading planets. If the computer suddenly asks for a planet, I don't think most players will let them take any, but if it's Mars or Wisp then I would say "it's okey" - they will rebel eventually anyway. I think if more information regarding the planets in the trading screen will help A LOT (such as their location, quality, population, colonization requirement, etc), or at least allow players to browse other screens such as looking for their planets without ending the trade suddenly.

5.
It was availalbe in Dark Avatar, that, in the colony management screen, players can move planetary improvements to the top quickly by left-clicking on it. I would like to suggest an additional management feature such that players can move planetary improvements quickly to the bottom by right-clicking on ti.

These are what I can sugget on top of my head.
Reply #206 Top
Some minor suggestions on weapon naming:

1. Particle Beams should be given a different name, since it was already used for the basic weapon (the first one you research). Alternatively, call them Particle Beams II/III/IV instead of I/II/III and mention in the flavor text that we had Particle Beams before.

2. The way the Arceans skip Railguns I and II is interesting. However, they shouldn't call them Railguns MkIII; after all, they never had a I or II. Possibly the III-V Railguns could get a different name altogether; they do have a different animation.

3. I've thought for a while now that Doom Ray isn't a good beam weapon name, at least not for all races. I can see Drengin using Doom Rays easily, but Torians or Altarians?

It's going great so far, though.
Reply #207 Top
What I would like to see with the new tech tree's is tech's that can only be researched if a couple of tradable tech's from different races were known by one race.

Kevin
Reply #208 Top
All techs should be able to be traded or stole, however, those that are deamed too one sided should have limited capabilities, like for instance if Building (A) gave the Torians 30% morale boost than maybe for the Terrans it would only give a 10% morale boost, (or maybe effect certain races differently such as 10% morale bonus +5% tourist bonus')Then maybe the Dregin 2% morale bonus and so on. On the same note then the Dregin Building (B) would boost Dregin great but very little for the Alterians. That way all buildings could be utilized and not destoryed but just not nessacarly do the same things, Same thing with general technology.

Now this might be a programing nightmare but it's an idea,

-Seilore
Reply #209 Top
I'm sorry if I'm posting something that someone's already mentioned, but I thought this might be relevant, and I don't believe it would be a major issue to implement. I mentioned elsewhere on the forum that a defensive modifier based on ship size is something that might enhance gameplay and give people more real options as to how they design their ships.

Here's a brief example of how I think this might be done. Have medium ships get no defensive modifier. Each size larger gets a one step 'negative' penalty, and each size smaller gets a one step positive bonus. Step value could be something like 10% to 20%, something which isn't overly-massive. This would help reflect that it's harder to hit smaller vessels with an entire attack, while also requiring a larger investment in protective components to produce high defense value.

Just my thought. Aside from this, I think the other features being implemented thus far in TA should really help give people new ideas for how to build their ship designs and fleets.
Reply #210 Top

All techs should be able to be traded or stole, however, those that are deamed too one sided should have limited capabilities, like for instance if Building (A) gave the Torians 30% morale boost than maybe for the Terrans it would only give a 10% morale boost, (or maybe effect certain races differently such as 10% morale bonus +5% tourist bonus')Then maybe the Dregin 2% morale bonus and so on. On the same note then the Dregin Building (B) would boost Dregin great but very little for the Alterians. That way all buildings could be utilized and not destoryed but just not nessacarly do the same things, Same thing with general technology.


End of quote


How about the idea of making specific buildings based on the ethnic of the race. Such as a good race would get 100% of the benefit, but should they stray from their ethnic path, the building doesn't work as well as in was originally intended, lowering the benefit of the building.

This would be a possible way to disable the ethnic tree techs that I think destroys part of the role playing part of the game. Forcing the race to follow a chosen path for the rest of the game. This may also be a way to bolster the power of following the good path.
Reply #211 Top
Precursor ships.... Could they be remodeled to look unique? The pirates, dread lords, escaped convicts, etc. all have unique looking ships. Woould it be possible to make the precursor ships more unique? It'd be nice if they got an overhaul too. They seem a bit underpowered, especially the corvettes. They usually never see any use in my games. The "light cruiser" is nice, but it too could use a slight bump. The odds of getting the event could be decreased if there is a play balance issue. Thanks!
Reply #212 Top
Please allow the option to have NO STARTING SHIPS at the beginning of a game.

Also, currently range is extended automatically when you colonise a new planet, depending on the location of the new planet of course. Could we have it that the range is only extended on a newly conlonised planet AFTER we build a star port on it please?
Reply #213 Top
Here are some suggestions I hope make it in:

Firstly, some ship design suggestions, since you need to redesign after every tech...
1. A +/- sign next to ship component to quickly add/remove components to the ship.
1b. a counter of how many you have of each individual component right next to the +/- sign.
2. Allow hardpoints on a template to be numbered for quick adding components... For example, have the front hardpoints be numbers 1,2,3,4 for weapons. Have the back hardpoints numbered similarly for engines. and so on... when double clicking to quick add a component (or using +/- buttons if added) than it will place it in the lowest numbered free hardpoint of the correct type. Ofcourse you could still MANUALLY place something of the "wrong" kind on a hardpoint, that will only be used for quick add.
3. Have a contest for user designed ship templates and consider adding some of them to the game.
3b. In fact, encourage people to submit minor corrections for existing templates (such as aligning the hardpoints correctly, etc). Maybe with some thanks in the credits or some such. I don't really see the developers spending flipping the hardpoints on the wings in a template to face the same direction. But a fan might take the time and do it and than submit it.
4. Update templates with moving parts.


Now here are some non ship related... this is absolutely IMPERATIVE for larger galaxies... the new largest galaxy is too big, the one just smaller than it is ALSO too big... the reason is simple and two fold.
1. Micromanagement.
2. Time it takes to finish a turn.

for improving micromanagement the following is needed (at least, and those should be simple enough to implement):
1. A button that upgrades all buildings / tiles on all planets to their latest version. This allows you to safely build a lower version tech with plans to upgrade later on. This way when your economy is powerful enough you just click the upgrade button once, instead of finding every single planet, finding every single improvement, and manually upgrading them to latest version. I say easy to implement because the functions are already there, when you research a new tech all buildings auto upgrade. This button will simply run existing functions.
2. An option to disable the message about surveyors / miners going into sleep mode... In a very large galaxy you could easily have fleets of hundreds of those... clicking through so many messages every now and than is crippling.

For improving the time it takes a turn to process the following is needed:
1. An option to make all ships move in autopilot instantly (ie, without animating the move at ALL)... just calculate the paths and everything and then place them at the end location... making all ships move AT ONCE is also a good idea.

On larger maps (not even huge or that newer bigger size) I could have 100+ ships flying around.... and every turn I have to watch as 100 ships get zoomed in on, fly their 20 parsecs, and then move to the next ship... the turn calculates pretty quickly on a fast machine, but the move animation can take 15 minutes per turn...

- Oh yea.. please change eyes of the universe to ADD 10 to the sensor range instead of just setting it to 15 on everything... and make it affect PLANETS as well...

I have had eyes of the universe LOWER my sensor score before on sensor ships (large ship with nothing but sensors) and there should be a benefit to placing sensors on a ship once you researched eyes of the universe. the +10 is a balanced approach... a ship without sensors will now have a range of 13... but you could go beyond 15 with a ship loaded with sensors...
Reply #214 Top
Have buildings unique only to certain planet types. For instance, Undersea Labs for Acquatic Worlds or Toxic Recycling Factory for Toxic worlds.
Reply #215 Top
I have had eyes of the universe LOWER my sensor score before on sensor ships (large ship with nothing but sensors) and there should be a benefit to placing sensors on a ship once you researched eyes of the universe. the +10 is a balanced approach... a ship without sensors will now have a range of 13... but you could go beyond 15 with a ship loaded with sensors...
End of quote




there is a maximum range on sensors. but i don't know what it is.
Reply #216 Top
A button that upgrades all buildings / tiles on all planets to their latest version. This allows you to safely build a lower version tech with plans to upgrade later on. This way when your economy is powerful enough you just click the upgrade button once, instead of finding every single planet, finding every single improvement, and manually upgrading them to latest version. I say easy to implement because the functions are already there, when you research a new tech all buildings auto upgrade. This button will simply run existing functions.

Seconded, it's especially annoying if you get a flipped planet you missed, then notice 50 turns later it has enhanced factories instead of industrial sectors. Even better would be something like the civ manager screen, but for planets. Give a list of every type of improvement a player owns (list factories separate form enchanced factories, but only one listing for each) then give a second list for possible upgrades. So with a couple clicks you could upgrade all of your fertility clinics to stock exchanges without having to do it one planet at a time.

Ideally, this would be intelligent enough to allow for one-per-planet buildings as well (upgrade one multimedia center on each planet to counterespionage center, but leave any others alone).

An option to make all ships move in autopilot instantly (ie, without animating the move at ALL)... just calculate the paths and everything and then place them at the end location... making all ships move AT ONCE is also a good idea.

On larger maps (not even huge or that newer bigger size) I could have 100+ ships flying around.... and every turn I have to watch as 100 ships get zoomed in on, fly their 20 parsecs, and then move to the next ship... the turn calculates pretty quickly on a fast machine, but the move animation can take 15 minutes per turn...


This option already exists. Open your options menu, go to the interface tab, and uncheck the box labeled "follow autopilot ships".

Oh yea.. please change eyes of the universe to ADD 10 to the sensor range instead of just setting it to 15 on everything... and make it affect PLANETS as well...

I thought 15 was the max allowed radius, but maybe that has changed in a recent update. I would love to see the Eyes bonus apply to planets too - seems silly that it doesn't already.
Reply #217 Top
"I thought 15 was the max allowed radius, but maybe that has changed in a recent update. I would love to see the Eyes bonus apply to planets too - seems silly that it doesn't already."

When a ship lunches from a plenet it will sometimes "stick" a planet with 15 range of view until a ship lands on it, then it looses it... Or something else confused like that. I forgot the exact way it went since I haven't played since DA (I am waiting for twilight to finish)
Reply #218 Top
-If using auto-survey, the ship shouldn't immediately head towards the territory of someone you're at war with...it should head to items in your territory first, then allies, then neutral and then finally if nowhere else to survey, into enemy territory. Preferably, just not auto-survey into at-war territory...if I want to survey into enemy territory, I could do it manually.

-Ditto on colors as I have a deficiency. The Terran blue is too dark.

-Ditto on being able to move starbase build window so I can see which one.

-Is there a button to center the window on the currently selected ship/planet? Sometimes I have to hunt around to see which one has the "border".

-Should aliens trade away their "special" techs easily?

-If you acquire an alien special tech, should there be a penalty for your use? Eg., they get +10 whatever, if someone else has it, they only get +5 or +7 or whatever...maybe rarely more.
Reply #219 Top
Now i'm playing the game on gigantic galaxy and i have about 25 planets. Its very hard to gradually distribute industrial planets (which builds ships fast and have alot of factories), research planets (only research factories) and economy planets. So i'm suggesting that we (players) would be able to put on the planets some sort of icons, because it takes about 10mins to look at each planet and decide whether it'll be industrial or research.:D
Reply #220 Top
hi guys
My first post here :D

adjustable Planet/stars number (10 - 100.000.000 ...)-
the setting: uncommon,abundant and wathever isnt enough to me.
Important:
!Immense Maps need more stars/planets on abundant!

(auto-)upgrading buildings after invasion/trade:
example:
There is 1 "collective" on a yor planet, i have conquered (or basic slave pit on Drengin...). I traded the tech early in the game for this factory, so i can use them but: i already have researched industrial sectors.
The collective/basic slavepit should autoupgrade to a industrial sector
(as traditional factories, they dont need 100% money for upgrading into industrial sectors).
And slave pits / collectives / every old foreign building shouldn`t appear as "newest", its just dumb. They should only appear as "new" if they are better then my best factory.
And my factories should upgrade to foreign equal if i have traded better factories.
--> My basic slave pits should upgrade into industrialsectors...
(as traditional factories, they dont need 100% money for upgrading into industrial sectors).

mega events:
Those "jagged knife"-guys stealing planets:
I played on a small map and lost about 50 % of my planets (and 50% of enemy too), so they where stronger then both of us. Thats more than needed. Max. stealing planets to 10% of each player? I also noticed they had problems with the economy (no money --> no ships after 20-30 rounds).

I dont know if it was the jagged knife or just a new minor race, but:
They had the best weapons and defense, blackhole xxx, aeron missile defense... I had some weak lasers, no one had good weapons. I traded and could easily defeat the other major races. They shouldnt have xxx better techs then players.
Reply #221 Top
- Being able to move the starbase upgrade window so that you can see the starbase to be upgraded as others have already stated. - Dont know if this is major or not but in the customize your civilization section under the abilities tab, it would be nice to add options to increase the miniaturization ability for civs and logistics as well, especially since certain civs already have racial bonuses in these areas. - I would also like to be able to play against more than 9 opponents. 12 as a minimum would be nice, especially since we're getting even larger galaxy sizes in TA.
Reply #222 Top
When you set a colony ship to auto explore, it should prioritise looking for planets for potential colonisation. If it finds one, we should get a report back on it.
Reply #223 Top
, it would be nice to add options to increase the miniaturization ability for civs and logistics as well, especially since certain civs already have racial bonuses in these areas.
End of quote


There has been posts on miniaturization and logistics bonus' and even though I agree with you 100% the Devs of the game believe it would off balance the game too much, Essentually you could then give the Thalians or Yor an extra miniaturization bonus and others extra logistics, I just don't understand why they can't have a "if race comes natural with this bonus' then this bonus can't be aplied rule" To me that would make more sense. Also I think they should increase the number of racial ability points for a custom race but add certain catches to them such as if they have a huge bonus' in one area then maybe they're limited in another area to offset, force them to have weakness's.

the setting: uncommon,abundant and wathever isnt enough to me.
Important:
!Immense Maps need more stars/planets on abundant!
End of quote


According to the Dev's origional posts on TA with the Immense Galaxy they would allow for thousands of planets with the new planet texture's eliminating memory leaks, the only bad thing is the memory leak was not only related to the planet textures for they still have bad memory leak issues, especially on larger star maps. My guess is that they will eventually up this cap when they fix the memory leak problems, hopefully before TA is released if not then the talked about free post TA upgrade 2.0.



Reply #224 Top
You should be able to define if your species is organic or mechanic due to the farm or charging stalk issue, when designing a custom species.

btw, thanks for the wonderful game, and hi to everyone... :) 
Reply #225 Top
I have a few ideas too, if anyone is still actually reading this. ;)
I'm not sure how much effort they would require to be done, however, so some may (read: probably will) be too big to simply tweak.

1) Diplomacy (alliances): whenever an ally of yours is suing for peace with an enemy, he should strife to also include a peace-treaty with you and that enemy. Very often, I have been dragged into a war by an ally only to see my 'friend' cease fire a few turns after and leaving me to face the brunt of the fighting. The well-being of the ally should be included (and important!) into the behavior of the AI. Failure to look after your ally in such a way might even been seen as an act of betrayal which might lower standing towards other races (nobody, not even evil nations want to have deals with a backstabber).

2) Fleet management: how about creating fleets in a slightly different way. You create a fleet in a governor-type screen by selecting created templates and limited by your logistics score. When you're done the planets will automatically begin to produce the ships to build the fleet. As your fleet fights, losses are compensated by planets re-building those ships on their own.

Granted, it's not a very minor tweak but it would allow for players to easily manage their fleets (they only need to create each type of fleet once) even when it encompasses different types of craft. Otherwise, you're pretty much involved in bookkeeping to keep a track of the losses in each fleet and assigning planets to build replacements or in grouping ships in make-shift fleets of opportunity.
Anyway, I think it would reduce time spent on organizing fleets and make recovery less time-consuming.

3) Race-specific techs shouldn't be up for trade otherwise, each race would eventually become the same as time progresses and trade or aggression acquires all techs.

4) Have the area of effect of starbases scale with map-size. Now, on smaller maps, starbases have a real impact on the game. On large maps, they are just dots that cover a small portion of your nation.

5) Have starbases being built in the same manner as mining bases. Adding dozens of modules (and thus building just as many constructors) can get tedious. Just add a few turns to each module being built and you basically get the same time-effort on the strategic field without bothering the player with directing his armada of constructors.

6) Keep up the good work!