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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 #376 Top
I would like to support Jarod Silverstar's suggestion: if it is possible, please allow technologies to have more than one pre-requisite. As it stands now, every time I set two or more pre-requisites the game automatically grants me all but one of the pre-reqs.

I understand that this may not be a "tweak" -- I cannot determine for certain whether it would be a major change or not. My friend who is studying XML in his college programming course felt that it wouldn't take very much work to change; it is with the hope that he is right that I post this here.

Some technologies simply make sense as the product of two distinct and widely divergent pre-requisites that cannot logically be placed on the same branch in a linear order. As I have experimented with the custom tech tree option it has become increasingly clear to me that a way to unify two branches of the tech tree would be very useful -- right now we can only split, split, split each branch into multiple new ones.

That being said, the game is already chock-full of excellent features, and I do want to express my thanks for all of the excellent effort that has clearly gone into it.
Reply #378 Top
It's a tad bit late for this, but I was hoping to see some more +repair techs, or perhaps even +repair fleet affecting modules!!

On par with the fleet warp bubbles, and the offense/defensive fleet techs.

And yes, the organic armor on the Iconian fleets is simply amazing!! ;) Perhaps giving another deserving race,( Yor anyone?) a unique module to complement their regen?

Let me know what you think...

Reply #379 Top
This could actually give rise to a support vessel using a 'repair dry dock' sort of module that was very massive in size. You could then have a ship entirely devoted to repairing your fleet.
Reply #380 Top
This could actually give rise to a support vessel using a 'repair dry dock' sort of module that was very massive in size. You could then have a ship entirely devoted to repairing your fleet.


This is a wonderful idea ;) and is actually an almost perfect example of what was swimming within my head.
Reply #381 Top
A suggestion for events and the good alignment choice.

My browser crashed as I was typing in a very long story, since i have little patience i'll keep it shorter this time, you can all provide the flavor and coloring yourself.

Good alignment choices in events give negative stuff
Evil gives positive stuff and feelings and is often a once only bonus.

Result, everyone chooses evil.

Change, make events on top of events.

For good, this means if you save the furry critters you pay now but in the future you may get a bonus to tourism or trade (cause they make delicious trade goods for instance).
In case of for instance the weaponsscientist event you might get when you decide to save him, in the future when you do some weapons research an instant (creativity effect) increase in that area of some kind. Like it gets researched entirely or you get a 25% completion or something.
Result a long term investment that might pay off handsomely.

For evil perhaps something too, how about you kill the scientist, in the future his pissed off turned pirate relatives may come over for a nasty visit. Kaboom :).
Or the killing of the furry creatures eliminates the DNA needed for the plaguecure event and such slows down research of that cure.
Result: a short term gain and perhaps some long term consequences that although fun, might bite you in the nether regions.

As such events and your choices become much more significant and interesting and the good alignment choices get an improvement.
.


Oh, and why can't I marry or roll in the purple hay with some sweet aliens in this game. Pretty please make an event of this :).


Edit1: just to be clear, the original event should not inform the reader that there could be long term consequences. That only becomes clear with a possible follow up event.
With possible I mean that not every event should result in a follow up. Its chance based.
A gamble essentially.

Edit2: 'how about you kill the scientist' , should be 'in the event where you can turn the discovered hermit scientists brain into instant noodlesoup'

also, killing the furry creatures in the evil choice might result in culinary improvements like sauces and meatdishes. I'm not sure whether this means its an evil choice or actually a good one.





Reply #382 Top
 :) 

Well, I hope that this thread hasn`t been closed, but I have
a playability issue.

I`d like to be able to click on the little circle that a autopilot
assignment leaves and see which ship is coming to the spot.

I know that clicking the ship shows the route, but sometimes all
I have to go on is the little circle.

If there is a smooth key function to do this, I`d love to hear about it here.

Thankx,

Prof.

 :CONGRAT: