Feature Requests? (some repeated from other posts)

I've seen requests like these scattered throughout other posts, but I haven't seen an answer. I'm relatively new to the forum, so please forgive me if I simply missed it.

1- Is there a way to toggle through a list of all the nearest undeveloped resources? I love playing really big maps, but I sometimes have trouble finding those pesky resources when it comes time to send out the constructors..
2- Is there a way to toggle through a list of the nearest uncolonized planets at or above a certain quality? Same reason as above..
3- Can the production value of a social project be added to the name in the govenor list?
4- Is there a way to auto-repeat a military project? In the beginning I tend to always build colonizers, and later I nearly always end up always buidling constructors to infinity.
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Reply #1 Top
5) Have Income Distribution for each individual planet rather than empire as a whole. This is very important.

6) Reduce Maintenance of BattleAxe to 4, increase Hit Points to 25.

7) Add "Escort" option to space ships. Make it so the ship in "escort" mode always follows the ship it is supposed to escort. Make sure the speed of both ships, one being escorted and one who provides escort, matches.

8) Add concept of "stealth" to the game. It would be like a percentage by which the enemy's scanner range is reduced.

9) Limit the number of times ships can fight in a single turn. This will give advantage to packs of fighters who can't do much damage alone.

10) Make "net speed" part of the combat equation. Ship with higher speed should have combat bonus.

11) Have some ships with attack range of 2 grid squares.

12) Left clicking clicking on a group of stacked ships should allow player to select 1 flying destination for all those ships. Those ships can still move 1 per turn, just share same destination.

13) Reduce default flying range by 50-30%. I find "+10 Range" technologies pretty useless. (playing big maps)

14) Distribute stars on big maps more evenly, or give player option to select star distribution types.

15) Double or triple the default number of trade routes than can be established. Currently now the number is 3, right? it's rather insignificant.

16) Create "planet statistics" that would show
A. all the bonuses the planet produces
B. all the bonuses that effect the planet
Reply #2 Top
'8) Add concept of "stealth" to the game. It would be like a percentage by which the enemy's scanner range is reduced.'

Already planned. Stealth ships will invisible on the minimap, and possibly by sensors until attacked.

'9) Limit the number of times ships can fight in a single turn. This will give advantage to packs of fighters who can't do much damage alone.'

That's part of Range. Attacking costs a movement point, and until the code to stop the negative movement went in, it was impossible to attack with 0 moves unless the ship was on autopilot.

'12) Left clicking clicking on a group of stacked ships should allow player to select 1 flying destination for all those ships. Those ships can still move 1 per turn, just share same destination.'

Ships can already be grouped by control-clicking on the main map (and presumably the stacked ship list). The destination is then given to all ships in the group, and ships that can do something to the target, if applicable, will do so when they arrive.

'13) Reduce default flying range by 50-30%. I find "+10 Range" technologies pretty useless. (playing big maps)'

Can't reduce the range much for most ships. They're already at 1 or 2 sectors as it is. Transports are actually Range 0.

'15) Double or triple the default number of trade routes than can be established. Currently now the number is 3, right? it's rather insignificant.'

2, techs provide 4 more, and the max the game can handle is 10. Add any more to the default, and the Trade UP Issue is pointless.

Most of the others have repeatedly been stated as planned.
Reply #3 Top
"That's part of Range." No. Range is the distance a ship can travel from the nearest star in your empire. It has nothing to do with attacking.

15). The initial number of trade routes before researching any techs is 1, but you can't even use that one until you research "trade" which increases it by 1. Researching techs Advanced trade, Cultural trade, Xeno intimidaton, Xeno trade persuassion, Benevolence, Hyper trade, and Xeno Brain Washing each adds one trade route (although some of the later tech definitions have a parameter "Alignment_Category" in them so I suspect these are some of the "good/evil" techs, so it looks like, from the definitions, that a "good" race can get 6 trade routes from research and an "evil" race can get 5. I am not sure but it looks like a "neutral" race can only get 4 additional trade routes from research.). Then the UP issue adds 2 trade routes each time the issue comes up and gets voted in. Of course, the max is 10.
Reply #4 Top
eSnaffu,

Your item #4 - check your options. There is an autorepeat build ship option. You may want to check your setting. I thought it was on by default.
Reply #5 Top
I have but one small request...
I want my Terror Star.. and my Ranger! please... i need some stealthin' and some planet destroyin'...
Reply #6 Top
'"That's part of Range." No. Range is the distance a ship can travel from the nearest star in your empire. It has nothing to do with attacking.'

Yes, I meant Speed, as the rest of that sentence quite clearly stated.
Reply #7 Top
The Ranger was a good ship, much better than Dreadnought and not as good as Avatar. Never liked the Paliden. Where are the Excaliburs, Battlestars, Stealth Cruisers and Corvettes? Will the Terror Stars still cost 5000 shields? Will Dinosaur Park be brought back?
Reply #8 Top
Ted,

They are probably still working on the art work for those ships, plus a bunch of others. Maybe we will see them by Build 4.

Alex,

Any words of inticement? (He always gets me salivating when he posts new snapshots of what they are doing for the next build.)