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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 #51 Top
For the UP, I would love to see more interaction. For example, lets say you really want a tech or a station or something from another Civ, you can opt to let them pick your vote for the next UP Meeting, as a trade for the tech. (not just giving them IP)

Or they could maybe force you to vote against another Civ. Even have a random Event were another Civ approches you the turn before the UP meeting and tells you the know what the issue is going to be and how a certain Civ is going to vote, and try to blackmail you into voting a certain way. The UP and Tech Trading are a really fun feature, so I would like to see them expanded to allow for more politcal backstabbing.

Also if you continue to vote the same way as another Civ, they can start to like you a little better, were as the opposing votes might make the other Civs angry at you.

I know you can trade Influence points, but I still think this would be fun to expand on.
Reply #52 Top
Could we get Galatic (Mega) Events recorded in the game log?

I am refering to the things like unknown energy doubling birth rate, pirate events and that like. Playing a game I had a number of breakaway systems but the only note of it was the entry where I made contact with a new empire. Seems silly that a major game event like that would not be logged.

This is espically needed if the in-game AAR uses that event log to write the report.

Jarod Silverstar
Reply #53 Top
About Fleet modules - Undoubtedly we will be seeing more variety as more races are added, but here are some ideas I'd love to see as abilities for Fleet modules:

-Raising total Logistics for that fleet
-Raising fleet range
-Increasing boost from military starbases
-Force enemies to target/not target certain ships (i.e. a module that forces enemies to target the most armored ship in the fleet first, or to not target the ship with the module equipped until other ships have been destroyed)
-Carrier module! (My idea would be to have it work like Battle Stations, adding 1, 2, or 3 attack of each type to the fleet, with graphics of little drone fighters flying around and attacking added to the battle)
-Reduce attack power or defense power of enemy ships by a small percent
-Increase the repair rate of ships in the fleet
-"Command module" that not only affects ships in the fleet, but also gives military starbase-like bonuses over a small radius (a few parsecs at most)
-Scrambler module that prevents enemies from knowing the power or composition of the fleet (with as in-depth as the AI is, this would actually be an advantage IMO, not to mention it could be used against you)

Anyway, those are just my random ideas for cool things that could be done with fleet modules.
Reply #54 Top
As other posters have stated here, I would like to see the minor civs act more intelligently. For example, perhaps they could ally together to form a non-aligned civilization organization, i.e. an Indpendent League like I am told was possible in GalCiv1. That would be interesting and would give them some collective teeth. The inability to spy on the minor civs also seems unnecessary and takes away from gameplay instead of really adding anything.

Also, this may have already been asked but in TA there is a Terran tech known as "Particle beams," but there is not actual application associated with the technology. right now it seems as though the Terrans have a limited number of different weapons types compared to previous versions and that it takes them too little time to reach the "Doom Ray" and other highest level weapons techs. As to that last point, the same goes for the other races.


Also, I would like to see an option to slow tech advancement down even more than current levels. A "Very, Very, Slow" tech advancment. Although it is partly a function of having only three races and playing the largest possible galaxy size (which results in having many planets despite playing with habitable planets set to "rare"), it seems it takes me no time at all to advance all the way through the tech tree. In several games I haven't built any warships at all until I reach Doom Ray and the other associated highest level techs. That makes the other techs relatively useless.
Reply #55 Top
I'm going to be unpopular, but I think it's necessary. Why is unique tech stealing in the game? If the techs are supposed to set the races apart and make them special, why then can they steal them from each other in the course of a match? I think this game mechanic undermines the best part of the expansion, and I hope it gets dropped.

And what about the AI? Will it really be able to intelligently handle the concept of stealing the correct techs to win like the player will be able to do? With all of the content that is planned to go into this expansion, it seems to be like a lot of work is going into something that does not really fit in with the game in the first place.

As a compromise, will tech stealing be an option? Can I turn it off so I don't have to play with it?
Reply #56 Top
I'm thinking that if StarDock doesn't change the way unique techs are handled, one of the first things I'm gonna do when the full game comes out is make a mod that makes all the unique techs untradable/unstealable.
Reply #57 Top
When a civ is conquered, all of it's ships sign up with other civ's or become pirates. ... Heck, I go to the trouble of destroying a civilization, I should at least capture a few ships for my trouble. .... How about a change that would assign some of the ships to the winning team.

Reply #58 Top



Please change the spy system!
The current system is garbage, the old way was a great deal better. Change it to how it was and add a counter esp system to keep people from constantly keeping those spy networks on you.


Completely disagree. DA and DL's espionage systems are both excellent systems for what they do best. DA's Agents are great for sabotage, while DL's Sliders were better for information gathering. I always believed that the DA Agents should have been added on top of the DL Sliders and they are somewhat doing just that.

The 2.0 Patch is planned to have a change where you can assign Agents to a Civilization rather than a planetary improvement, where they can't be nullified but only gather information. As for counter-espionage? Well, if you can't create agents fast enough to nullify agents, build counter-espionage centers. That's what they are there for and they are half-decent morale buildings to boot.
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I'm saying a counter espionage for the information gathering. Last I checked the USA isn't still losing technologies and information to the Russians. They treat information gathering like its a virus you cant get rid of. Just a historical reference fyi.

You said it well they are good at what they do. But they are still

Ill agree with you that though they are good at what they do, the exponential expense it takes to make spies for nullifying other agents civ's that don't do anything for a while have a greater advantage. Last I checked, it takes experience and practice to be good at something, or lots of money.

If anyone has ever played Pax Imperia Emanate domain you'll know exactly what I'm talking about. There you had your Espionage rating and anything you wanted to do against someone else it was the difficulty of the mission then compared your rating with the other Civ. That is still the best system of espionage I have ever played in any Strategy game. And there it could make a serious impact as far as ship deployment, planetary defenses, politics, you could even get enemy governor's to side with you, hurting your enemy with an inefficient industry, finance ect.

I miss that game.
Reply #59 Top
Current espionage system is big pile of micromagement if you ask me. There was plenty of better espionage systems suggested during DA beta.
Reply #60 Top
On the shiplist for ships you can build. On custom ships when an upgraded model becomes available or you create a new updated model, have the old model ship disappear from your list of buildable ships, but, at the same time add and 'Old Ship' tab on the list with all ships, custom ships, and core ships where the old ships would go so if you wanted to you could still build them. This would be very helpfull to those people that have 100's of custom ships most of which are just upgraded forms of the origional. This feature for me would speed up the ship building process so I'm not taking as long finding the ship I want to build.
Reply #61 Top
I'm thinking that if StarDock doesn't change the way unique techs are handled, one of the first things I'm gonna do when the full game comes out is make a mod that makes all the unique techs untradable/unstealable.
End of quote


I like that you can steal unique techs, because in reality I can steel technology that's not my own. I also think that one could choose to trade an unique technology but, at extreme situations, such as a civilization your not at war when your in a war with another race and you need more ships. Basically increasing the trade value for unique techs and at the same time rationalizing the trade because one unique tech might be useful to you but your unique tech your trying to trade them might not have any usefulness or limited usefullness to them. Sorry if I lost you.

Either way for those who don't like the unique tech trading, stealing option I suggest a new tab at the begining of the game to allow you to choose if you want to either trade & steal unique techs, only steal unique techs, niether trade nor steal unique techs, This could somehow go hand in hand with the option to turn tech trading on or off.
Reply #62 Top
I'm not sure if this idea was mentioned or not. So far the beta is great. I was wondering if it were possible to give different weapon trees to each race. In the beta so far, the humans and the other two races all have photonic torpedoes or lasers for example. Would it be possible to give them all different kinds of weapons, some specialized more than others?

As an example, The Borg on ST are known for their assimilating beams and what not, while they have no to little shielding, they have a massive hull.

In TA perhaps we can have one race develop bonuses for missle weapons but lack any true laser weapons. One race might have only 1 universal defense tree, that if built and exapnded on can add a defensive score to all 3 (shields, point def, Armor) all with one attachment. Weapons...perhaps the Yor may not have "lasers" as such but could be renamed with something off the wall. The final weapon unlock on the tree could be unique to each race as well, giving different bonuses. The options are limitless.

There are my two cents...again great job with the game!
Reply #63 Top
in the diplomacy window have two different colors for the techs to be exchanged: one for the ones your opponent can research one for those he can not. (and the same for the other race techs one colour for techs you can research one for those you can not)

right now there are only three tech trees and it is already huge once all the tech trees will be implemented it will be tough to remember if a given race may or may not research impulse drive for example.

and +1 for the mouse over for the little icons under the techs in the research tree would be helpfull for being able to now straight away what a given planetary improvement does exactly

What might also be helpfull for the tech tree is if you where to click on a tech that you can't currently research the research would be set to the prerequisitits of this tech by default. For example if you click on xeno factories at the begining the research would be set to artificial gravity-> planetary improvements ... etc by default untill it reached the tech you clicked on. (not sure of the exact order of prerequisits...)
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I agree with this. Otherwise I'll need a big spreadsheet of relevant tech data for the races.
Reply #64 Top
Does being good in nature increase your overall moral? I'm not fully understanding what's so good to be good? Evil gets all the bonus's, good get's all the negative's. To me there should be more of a reason to be good in nature, such as moral bonus or loyaltiy bonus stuff like that, after all if my leaders are treating me well, why would I rebel to a culture that wants to make me a slave. Plus wouldn't I feel better in a good civilization?? Also in general Production goes up, as well as increased quality, which might trasilate to slightly thougher ships with increased moral.

Being good gives you a disadvantage, where being evil for the most part gives you all the bonus's you could want. Also with this idea would make an evil civilization loose moral, and loyaltiy, be more subject to rebel or be bribed. Production seems to fall or become more problematic such as more breakdowns, lower quality work. which might result in microfractures in hulls and weaker in nature.
Reply #65 Top
In TA perhaps we can have one race develop bonuses for missle weapons but lack any true laser weapons. One race might have only 1 universal defense tree, that if built and exapnded on can add a defensive score to all 3 (shields, point def, Armor) all with one attachment. Weapons...perhaps the Yor may not have "lasers" as such but could be renamed with something off the wall. The final weapon unlock on the tree could be unique to each race as well, giving different bonuses. The options are limitless.
End of quote


Good idea. Maybe even you could have a different colored laser/weapon that would be with each unique tech. The Yor would get, let's say.....laser II and it would be purble and the terrans would be a cobalt color.(Ofcourse the lasers would have different names for each race.)
Reply #66 Top
Just played a game and I realized a couple things that always bother me at war that I'd like to see changed:

Firstly, can ships set to Auto Attack also automatically attack enemy ships orbiting planets? It would save me a lot of microing when all I really want to do is wipe someone out who isn't worth the effort, or get rid of a ship I don't care about.

Secondly, can there be a way for a combat ship to be set to "orbital blockade" mode or something like that? I'd like a way to be able to have a ship sitting next to a planet automatically attack any ship built at that planet. Again, would save me a lot of microing.

EDIT: Also, when managing the improvement build list on a planet: Can clicking the "shift improvement up/down" and "cancel improvement" buttons PLEASE not put you back at the top of the list? It's very annoying to reorder improvements when you have to scroll through the list every time you click a button.
Reply #67 Top
is it possible to set 800x600 resolution? if yes than how?
Reply #68 Top
is it possible to set 800x600 resolution? if yes than how?
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It can be set manually in prefs.ini, but it's strongly recommended to not try doing that. The interface is designed for 1024x768 at a minimum and will be all jumbled and overlapping at lower resolutions, such that it'll be unuseable.
Reply #69 Top
I know this has been mentioned before, but I think there should be a feature to upgrade ships at starports.

Rather then having to spend a bunch of credits to buy a ship upgrade, I should be able to park it in orbit above a planet with a starport and set the starport to upgrade the ship.

This would be advantageous for several reasons:
I no longer have to have to spend out of my treasury and I could use production points.

The upgrade would be slower rather then just one "big bang" upgrade

I could slowly upgrade ships in orbit around my planets rather then selecting each one individually or mass upgrade them (which is expensive and time consuming). This would help reduce having hundreds of level 1 defenders still sitting around my planets.

Just a suggestion.

Thanks!

Reply #70 Top
lol, I was actually thinking of suggesting the exact same thing. Starports being able to upgrade ships would make a lot of sense.
Reply #71 Top
That would be awesome.
Reply #72 Top
Also cool would be an "upgraded Starbase", much like other upgraded buildings, with the difference being that the Starbase would provide a boost to Military production on that planet (NOT Social, just Military) once upgraded.

Starbase and Colony are the two buildings that never seem to change over the course of the game, and I'd like to see both become a bit more dynamic...
Reply #73 Top
Last tweak of tourism income break the game.
With Torian, even in early colonisation, I have too much income, I never use more money that I earn! I have 5 time more tourisme income that trade and economic together.
It ruins all the fun to balance production and income.

Please reduce the income or add a option to set this (maybe there is already one in the config files? I will search)
Reply #74 Top
I frankly get annoyed if there is a race with the same color as me. Maybe there could be a subset of colors for player races which is distinct from standard races? Maybe allow the player to change his color mid-game in case there is a neighboring race of the same color? I also would like it if the tech tree included more specific information about weapons and defense - like the numerial value of damage/protection. It would also be nice if there were an 'undo' button for those occasions where you are clicking a move and then the pc selects another ship mid-click and you end up sending your first ship in some odd random direction... Also it'd be helpul if there were a 'range' overlay (clear circle) on a ship to show the remaining range it has - with a toggle on/off setting. Thats all I can think of off hand for now...

Reply #75 Top
I frankly get annoyed if there is a race with the same color as me. Maybe there could be a subset of colors for player races which is distinct from standard races? Maybe allow the player to change his color mid-game in case there is a neighboring race of the same color? I
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I feel your pain. Maybe you could have striped influence, or checkered influence colors. I do feel that changing color in game would be a nice feature. Especially if another civ has that event where they change from evil to good, or vice versa. Why would good Drengins still be red?