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Some small improvements which would improve gameplay

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13 years ago
May 3, 2012, 11:08:00 AM
lravenwing wrote:
* Some indication of how many ships are waiting in hangar in each system without having to chck them one by one. Info on empire view maybe.




already in





* Auto intercept for fleets. Currently I have had multiple enemy fleets just going through the choke point because I did not click intercept in time (may be my misunderstanding of game mechanics though).




No, the fleets just bypass your systems. It is very annoying and will hopefully be fixed soon.
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13 years ago
May 5, 2012, 5:13:52 AM
Idk what this would require but I think it would be nice when you zoomed into a system if the planets were actually moving around the sun with their own rotation's.
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13 years ago
May 5, 2012, 4:56:22 AM
Minor suggestions!



1) The UI is not using up readily available space! Some of us have a lot of screen real estate that are available, but empty!

2) When in system view, it would be great if there were buttons to optimize population placement for specific FIDS production (if you click on F, your population will be moved to planets with the highest food productions).

3) Manual population management could be a little more friendly to people who are clumsy. Sometimes you accidentally click on the planet instead of clicking on the population icon, when you are trying to move people to different planets.

4) Tooltip on individual planets could stand to show what the planet generates per population unit so we can further optimize FIDS.

5) Longer Ship Design Names
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13 years ago
May 5, 2012, 1:17:56 AM
+1 to reordering the production queue. It's very vital. Also, the idea of the 'Civilopedia' would be good too, an in-game way to lookup the how-to. Granted, I have the manual pdf open, but checking in game would be nice. Great job so far! Turn 13 smiley: smile
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13 years ago
May 4, 2012, 10:04:09 AM
Sharidann wrote:
Lower the taxes. smiley: smile

Also, you have some techs which help make people happy....

The first 2, if memory serves.... Endless Supermarkets and Colonial Rights. smiley: smile




Memory serves you good smiley: wink you are correct. With supermarkets and rights, you can't go wrong!
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13 years ago
May 4, 2012, 9:56:13 AM
Nosferatiel wrote:
Some little smiley on each system to show the populaces approval. I have to click on every system or regularly use the empire overview to find out where my people might rebel.




I like the idea of cute little smileys to show the population's approval. smiley: biggrin Thanks for suggesting it.
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13 years ago
May 3, 2012, 5:46:53 PM
I just got the game and on turn 15. I've found 1 small tweak so far and it's really only about immersion and not gameplay so much....



1) I would like the ability to spin the worlds around. It would be nice to move them if you hold your mouse click down so I can see the world as a whole when viewing the different worlds. So far that's the only one I have seen, as I haven't played that long. I play these types of games all the time, and having the ability to view the worlds as I please would be awesome.



2) When your research is done a popup pops up in the bottom right. You then click that and you can see what your next research is. When you click your next research, it should delete the popup.



3) I would like to see the solar system as a whole. I would like to see the sun and the planets in the way they are setup. For example, see the sun in the center and the planets rotating around the sun in orbit rather then just having them in a straight line.
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13 years ago
May 3, 2012, 4:10:50 PM
a way to speed up manual combat mode would be nice



also a fix for ships getting stuck and not reaching their destinations
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13 years ago
May 3, 2012, 3:47:27 PM
znork wrote:
have you reseche any wepons?




More importantly: Have you included your weapons in your destroyer-build and perhaps tried to build special pirate killer destroyers that have defenses against pirate weapons (if they fire only kinetic, defend only kinetic) and perhaps something the pirates badly defend against?



In my games so far, the pirates mostly used kinetic weapons and sometimes missiles, never beam weapons. I mostly shot them down with a missile swarm in round one.
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13 years ago
May 3, 2012, 3:38:14 PM
I must be doing something wrong. My destroyers are being eaten by pirates around turn 40. Either there are too many pirates (3 spawns so far) or I am building my ships wrong.
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13 years ago
May 3, 2012, 2:51:05 PM
@ Phileksa

left click a fleet > right click another system > fleet moves smiley: smile
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13 years ago
May 3, 2012, 2:48:02 PM
Automatic exploration order for a fleet, it will search and explore all the solar systems nearby so you don't have to manually control them.
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13 years ago
May 3, 2012, 2:45:27 PM
This will sound silly, but I can't figure out how to move the ships around. Apparently, you're supposed to use them to "explore" things, and the tutorial did show up to explain it. However, by the time I got to that part in the tutorial, I felt it had explained a bit more than I really needed to know, so I skipped it, thinking, "Oh, that will be just as intuitive to figure out as the rest of it." I was wrong.



It's a bit like Civilization, with tons of information packed in, and there's just no way most people will be able to get a grasp of what is being explained in the tutorial in one read-through. At least Civilization came with a decent manual, and online it had the "Civilopedia."



I should note the last version of Civilization I've played is Civilization for Windows. For those of you too young to know, yes, there was a "Civilization for Windows," and yes, it was important that it was called "Civilization for Windows." In this case, it meant "Civilization for Windows 3.11." Again, for those of you too young to know, "Windows 3.11" was just a fancy DOS app that happened to be able to run lots of cool programs with lots of pretty graphics. Again, for those of you too young to know, DOS was an ancient operating system that forced users to type in commands to get things started. This was cleverly hidden with "Windows 3.11" by putting files in the autoexec.bat file, which would execute the commands listed therein on startup. Windows 3.11 required certain drivers to be loaded on startup, and much of those were loaded through autoexec.bat and config.sys. One really had to know those two files in order to really keep their computer running well, and one could tune their machines by tweaking those files for quite a performance boost, and often, you had to use different config.sys and autoexec.bat files to play different games.



All that aside, I think Endless Space could use easy access to the tutorial. Pressing [F1] would be a great way to reach it. Press [F1] and the game would give you a list of tutorials you can read through, so you can learn how to do the stuff it's trying to teach you about later in the game. This way, I could, you know, bring up the tutorial on how to move the fleets around so I can explore planets and what not.
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13 years ago
May 3, 2012, 12:50:01 PM
Some little smiley on each system to show the populaces approval. I have to click on every system or regularly use the empire overview to find out where my people might rebel.
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13 years ago
May 2, 2012, 10:26:08 PM
There is already more polish in the curent version than in most final commercial game. However, some small (but important) things are "missing":

  • ability to reorder production queue
  • Listing of all colonisable systems
  • switching from one colonised systems to the other quickly





Great work guys, and thanks for the game !!!
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13 years ago
May 3, 2012, 11:01:33 AM
Some more remarks:

+1 for a list of fleets with remaining movement points (or a way to select the next fleet with can still move)

+1 for display number of ship in hangar in the star map (or at least the fact that there is some ships)



* Display FIDS per population unit for all planet (colonised or not) separately from total planet FIDS. Currently it is a little strange to have different value displayed the same way depending on whenever the planet is colonised, also it make it harder to see where moving population would be the more interesting

* When moving population, while drag & dropping population unit, display the difference in system FIDS (or the before and after) to better display the gain/loss
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13 years ago
May 3, 2012, 9:35:01 AM
+1 to changing the order in the production queues.



Also, ability to swivel galaxy view in x and y as well as z. Just asthetics i know, but more freedom of viewing movement.





Looking good so far!smiley: biggrin
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13 years ago
May 3, 2012, 8:41:26 AM
am optional voice over for the tutorial would be nice, i found myself a bit bewildered and just guessing at what half the buttons did
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13 years ago
May 3, 2012, 8:25:48 AM
Yuk wrote:
Might aswell use this thread for the small improvements.



1. When you zoom out to see the entire galaxy, the arrow keys for moving around is slower, but when you zoom in it goes back to fast again, could you make it so that the speed is the same regardless of how far zoomed out you are? Also, as you are zooming in, you can't move, it's like the camera locks until you come to the position, THEN you can move, can you make it so that we can move while zooming in?



2. Longer names for our ships.




Definitely second #2



As for my own suggestion, more options for the actual speed of the game, to me it seems like normal is too long (as im now on 3 hours straight playing) while short is too fast.
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13 years ago
May 3, 2012, 7:41:48 AM
* Some indication of how many ships are waiting in hangar in each system without having to chck them one by one. Info on empire view maybe.

* Egde scrolling fo r galaxy map.

* Auto intercept for fleets. Currently I have had multiple enemy fleets just going through the choke point because I did not click intercept in time (may be my misunderstanding of game mechanics though).
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13 years ago
May 3, 2012, 7:35:50 AM
Ability to re-order production queue would be very nice. Found myself wanting that aswell.
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13 years ago
May 3, 2012, 7:28:49 AM
Lower the taxes. smiley: smile

Also, you have some techs which help make people happy....

The first 2, if memory serves.... Endless Supermarkets and Colonial Rights. smiley: smile

Firathmagi wrote:
the biggest thing with the battles is the action counters, if you counter every phase depending on how much the stats are change you might be able to win a battle you would have lost (I know there is a bonus effect involved i didn't see anything about a penalty or how much the stats were effected)

with the 2 approval abilities one gives +25% approval and the other reduces the disapproval based on overpopulation by half

which isn't quite enough when you have 2 barrens a lava and 2 deserts in the same system with an acid rain on one of them

the soil fixing tech is relatively hard to get to as well
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13 years ago
May 3, 2012, 7:27:20 AM
Sharidann wrote:
Max heroes: you begin at 3 if memory serves and can only get more through techs. Seeing your actual cap would indeed be nice to have.

Battle actions: it is actually tricky as it depends in great part of the way the enemy ships are rigged... If you see what their build is, you can play cards which maximise your advantages and minimize theirs. And your choices have nothing to do with being fast. You just need to decide of your action BEFORE the beginning of the phase for which the action is triggered. If you don't decide... no action. smiley: smile

Hero bonus: there are one or 2 which augment approval, not sure if you meant this. smiley: smile


the biggest thing with the battles is the action counters, if you counter every phase depending on how much the stats are change you might be able to win a battle you would have lost (I know there is a bonus effect involved i didn't see anything about a penalty or how much the stats were effected)

with the 2 approval abilities one gives +25% approval and the other reduces the disapproval based on overpopulation by half

which isn't quite enough when you have 2 barrens a lava and 2 deserts in the same system with an acid rain on one of them

the soil fixing tech is relatively hard to get to as well
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13 years ago
May 3, 2012, 6:59:05 AM
Max heroes: you begin at 3 if memory serves and can only get more through techs. Seeing your actual cap would indeed be nice to have.

Battle actions: it is actually tricky as it depends in great part of the way the enemy ships are rigged... If you see what their build is, you can play cards which maximise your advantages and minimize theirs. And your choices have nothing to do with being fast. You just need to decide of your action BEFORE the beginning of the phase for which the action is triggered. If you don't decide... no action. smiley: smile

Hero bonus: there are one or 2 which augment approval, not sure if you meant this. smiley: smile



Firathmagi wrote:
I'd like to see the max number of hero's I'm allowed to have versus the cap



the opponent's battle actions could be a bit more predictable, the action selection is basically like rock-paper-scissors it as of now choosing the right one is too much like actual rock-paper-scissors (against people who don't usual insane reflexes to cheat at it) and i get the feeling that in larger scale or more evenly matched battles being able to make more intelligent guesses at what the opponent's choice is would be vital to winning.



a hero bonus that reduces the amount of disapproval based on planet traits would be nice



PS if this is going to be a general "small fixes" thread then a sticky might be apporpriate
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13 years ago
May 3, 2012, 6:51:47 AM
I'd like to see the max number of hero's I'm allowed to have versus the cap



the opponent's battle actions could be a bit more predictable, the action selection is basically like rock-paper-scissors it as of now choosing the right one is too much like actual rock-paper-scissors (against people who don't usual insane reflexes to cheat at it) and i get the feeling that in larger scale or more evenly matched battles being able to make more intelligent guesses at what the opponent's choice is would be vital to winning.



a hero bonus that reduces the amount of disapproval based on planet traits would be nice



PS if this is going to be a general "small fixes" thread then a sticky might be apporpriate
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13 years ago
May 3, 2012, 5:20:25 AM
I'd like to be able to go from one hero to another hero in the "inspect" screen (and a tooltip that shows the stats of a hero)

Same with the design screen (from one design to another, instead of closing/opening)
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13 years ago
May 3, 2012, 2:50:23 AM
I would like to see a list of ships that still need to move every turn

I would also like to see a list of colonizable systems

I had an odd bug, I I did not click on the 3 starting leaders and as a result had no leaders for the first 50 turns... nor did any respawn after 50 turns.
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13 years ago
May 3, 2012, 2:46:34 AM
Stilgar84 wrote:
There is already more polish in the curent version than in most final commercial game. However, some small (but important) things are "missing":

  • ability to reorder production queue
  • Listing of all colonisable systems
  • switching from one colonised systems to the other quickly





Great work guys, and thanks for the game !!!




you can switch between them using the white arrows on either side of the planets or your keyboard arrow keys. (when zoomed on on any system you own)
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13 years ago
May 3, 2012, 2:05:07 AM
Might aswell use this thread for the small improvements.



1. When you zoom out to see the entire galaxy, the arrow keys for moving around is slower, but when you zoom in it goes back to fast again, could you make it so that the speed is the same regardless of how far zoomed out you are? Also, as you are zooming in, you can't move, it's like the camera locks until you come to the position, THEN you can move, can you make it so that we can move while zooming in?



2. Longer names for our ships.
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