giddion
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Post by giddion on May 5, 2016 22:28:13 GMT -5
I know this has been discussed in some form or another, but would like to revisit it with the below idea.
It would be good if I can, queue tech's maybe 3 max, and also have up to 3 running in parallel. Some sort of tech tree limits and function would really help with the micro management here, as I could address a number of things. I would also like to suspend a tech (1 max) discovery to focus effort on something I may need urgently due to changes in circumstance.
Also, on the turn sumary screen, I would like to know what I am currently activly researching and where it is up to. Each turn at the top of this screen. That would save me having to go in to the tech tree and check it out all the time.
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Post by Cory Trese on May 6, 2016 9:19:04 GMT -5
The current research system lets you run projects concurrently, evenly dividing the RP between them, and notifies you when they're complete.
The issue with putting it into every turn log is that the Turn Events screen would then open every turn, which most players have stated they are strongly against.
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giddion
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Everything is always relative!
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Post by giddion on May 6, 2016 16:56:58 GMT -5
Maybe have that in the options. Enable or disable turn update screen at start of turn.
I must say early game I don't like it, but later it is essential.
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Post by Cory Trese on May 6, 2016 17:25:21 GMT -5
First time I've heard of anyone ask for it.
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giddion
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Everything is always relative!
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Post by giddion on May 7, 2016 18:03:39 GMT -5
I must be special. Lol
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Post by fallen on May 7, 2016 19:15:17 GMT -5
lol - we have heard thousands of feature requests for each of our games, so it's always interesting when something truly new pops up!
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giddion
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Post by giddion on May 10, 2016 18:26:51 GMT -5
OK... I will retract my earlier statment. The summary screen is essential, but it needs to be overhauled. There is no order of priority, which really needs to exist, much of the statments could coexist, meaning be grouped into a single report. The icon could be smaller. Filters are very important here and also should be configurabale from the options.
So, it is useful but often is full of spam, a key example is during an invasion, if I have 8 ships bombing, scouting and invading, the number of entries is crazy, up to 3 per event. Now that is 24 entries, that really could be all collated into a single event notice based on planet being invaded rather than the ship generating the event.
I understand there may be limitations due to the engine you are using. May be you can share more information about the engine, etc... Maybe we the people coule look "under the hood" and see if we can contribute???
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Post by Cory Trese on May 10, 2016 19:24:54 GMT -5
Thanks for the feedback. We'll keep working on improving. The current detail output on Planetary Invasion was added at the request of players, the additional log events added separately as that is what the majority of people asked for.
The game engine is custom, and not something that we can accept contributions or share the source code for. Thanks for the post!
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giddion
Hero
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Everything is always relative!
Posts: 203
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Post by giddion on May 18, 2016 5:53:42 GMT -5
What about clicking on a higher up tech? I should be able to click the level I want in a branch and the techs are automatically queued. That doesn't break the idea on how the system currently works, it only automates what is currently a manual process, which is exceptionally anoying if tech's cost 4 or 8 turns, which often happens.
EDIT: Or having an all tech tree button, which is the total aggregate turns, maybe slightly less, as it is a major investment that slows everything else down. That gives it a pro and a con. Maybe I want to specialise in a branch.
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Post by Cory Trese on May 18, 2016 9:42:09 GMT -5
Interesting idea. We will make note for a future game, to consider designing that possibility into the engine.
In terms of ST 4X, it looks like the cost of adding that feature is too high for us. It was just suggested too late in the game's life.
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