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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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