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Stellar Sovereigns

A space 4X strategy game with turn based empire management and real time tactical space and ground combat. · By Imagined Reality

Suggestions Sticky

A topic by Imagined Reality created Sep 13, 2020 Views: 529 Replies: 22
Viewing posts 1 to 10
Developer(+1)

To all Early Access players, thank you for your purchases.Equals(Support)!

This topic is dedicated for you to provide feedback and suggestions.

Stellar Sovereigns is in Early Access as such there is a lot more that still to come, ideas for new features or reworks are welcome so feel free to post them here.

When mousing over the credits it would be nice to see the net amount of money made or lost next turn.

Developer

Cool, i can do that!

(1 edit)

Ressource-Exchange-Trade System?

I have been wondering if you plan to integrate some form of interstellar trade, beside the import/export function between colonies. I have found myself in a situation where I lack one perticular ressource but have enough of every other thing and credits in general. Having the possibility to trade would be great in such moments since the only other thing you can do is wait and that is neither engaging nor fun :)

Best Regards 

TG

Ps: Flat Ui Colour option is great! 

Developer(+1)

Hi TG!

Thanks i am glad you liked the ui option.

My thinking was a kind of a global exchange menu, where you can buy and sell resources similar to what sins of a solar empire has. Beside that the usual trading with empires is coming along with the diplomacy update but that is a bit away. I will put out a devlog on exchange when i have something to show off. 

Kind regards,

Zoltan

(+1)

Sounds good - The game "Old World" has a very easy to use implementation of trading, right in the upper interface, where the ressources are displayed. Take a look at that, maybe that's something you'de like for Stellar Sovereigns too.

Best 

TG

Much later, when all is said and done, I think a Tactical Battle mode where you can test out fleet compositions and builds against an enemy would be nice to have. I know that was a big request of SotS back in the day, and I expect it'd be appreciated here. Not something to worry about til after Early Access though.

Also, out of curiosity, is multiplayer a planned feature?

Developer(+1)

Hi RKKV, i have been thinking the same thing, infact the rocket launchers gifs from the last dev post has been taken in my new live testing environment. Although it has been designed to test new weapons on ships, in time i should be able to conduct something that is at least similar to SotS 2's testing scene. 

On multiplayer, well this is something i cannot promise even though when things wrap and vanilla is done and out, then i am sure i will make an attempt and see if i can. 

Developer (1 edit) (+1)

Here is a screenshot of the new testing arena, where you can try your ship against 8 weapon platform armed with any weapon you set them up with. Each platform has 3 modes, order, auto and hold, where order fires upon clicking the fire command button, auto uses the base ai and power management rules as normal and with the hold mode you can disable the platform weaponry.  Your ship can fly around and use all the regular features and if anything gets destroyed it respawns in 3 seconds. 

Oh wow, that'll be pretty useful. Looking forward to the next update!

Save file with delete button please otherwise i can't find their location to delete them and I can't overwrite them too.

Developer (2 edits)

Well override is an automatic function indicated upon giving an existing file name, but i sure can implement a delete button for the next release. 

Optimize the loading time for HDD computer it took 5 min to load everything like latest total war game post battle. No problem detected with SSD and load in less than 1 min

Developer (1 edit)

Indeed on SSD i noticed things load quickly, however on none SSD drive i myself noticed a long loading time almost equalling to hanging when loading a particular save game for the first time, however subsequent loads of the same game were quite quick, so i am sorry i do not thing i can do much about it, i save quite a lot of data but only the things that is absolutely necessary. I believe long load time is to do with unity initializing all the assets involved about the game, my stuff only happens when in the last 15% of the loading bar, and that is quite quick, if i ever figure out  how to optimize unity scene load time than i will let you know.

Could you please add an auto load for colony ships? Or at the very least a message saying that "your colony ship is not loaded before you move it"? 

Thank you

Developer (1 edit)

Hi, 

Sure could do, but already you cannot issue a colonization order without the necessary amount of load. You are not meant to send a colony fleet to colonize using the move order, but rather the colonization command  which will not allow you to do so in case you have not load it it. The colonization order will automatically send the ship to the target system hence no need to use the move order.

Did you sent the colony fleet using the move command button or the right click short cut?

I honestly don't remember how it was sent. I probably thought it was broken at first. I noticed that you have to have some type of minimum to send to a colony ship out. I cannot remember what I need to send it out to a planet. So I'm asking if there is something you could do regarding that, i.e. if you select your colony ship and there is a menu somewhere that shows a list of what you need to bring with you to start up that planet. Or is there something like that already?

I apologize for bothering you so much. My next set of questions will be regarding finance. It's very easy to go bankrupt in this game. Oh, before I forget.When researching, do you have to put money into every research? Will the research continue if there you no money? I can't tell if I selected something for research or not. I don't know if anything is happening!

Developer (4 edits)

Hi Whammo,

First, do not worry about asking any questions, i am happy to answer or to address them when necessary with updates.

Colonization 101:

You need a colony fleet with a Colonization Ark in it, when such a fleet is selected then there is going to be an action button labeled COLONIZATION TARGET, use that button to select a  target system, it can be an already owned or a neutral system.

As long as the system is explored as in another fleet already visited than you will be allowed to select a planet to colonize using the minimap  of the colonization menu just as shown above.

When a target planet is selected then the name of that planet is offered as the name of the new colony, you may change it here or latter from the colony menu. Anyhow beside the colony name there is the COLONIZE button, when hovering over and if the fleet does not carries the minimum number of colonists as well as resources for housing, industry and agriculture then a tooltip reminds the player how much of each is needed, coloring the amount in red if has not enough and in green when it has.

 

Loading a colony fleet can only be done from the orbit of one of your owned system indicated by the cargo icon in between the 4 button, when the fleet is not in one of your system then it is indicted as shown above and you are unable to click on the loading buttons.

The bar beside the name of the fleet is indicating the carrying capacity and to what degree the fleet is full, if you want more capacity than add freighters to your colony fleet.

Note: Starting a colony with only the minimum amount of resources is not optimal. Also carrying not enough housing and agriculture to cover population growth can lead to protests next turn. 

P.S.: The Colonization process is also described in the built in Wiki.

Question 2:

Without knowing exactly why you go bankrupt let me tell you how i was thinking about money when designing the financial aspect of the game. I always thought of the money that you get at the beginning of each turn is your budget for that turn and you meant to use it all up on development only saving for the next turn when you saving for something expensive like a new station, shipyard or a fleet. 

Eraly at the game 0-150 turn the game is all about growing your population to facilitate that you have to sink quite the amount of money into colonial development housing, agriculture and industry, but as your population begins to grow on your new colonies you will reach a tipping point when the money from taxation will outweigh the money sinked into growing. To speed the process i suggest to get the technologies that increases growth and pick your first planets with positive Population Growth EV Factors.


To see where you money goes take a look at the Government menus financial breakdown.

Question 3:

For strater read the Wiki's Research Projects that outlines some key features regarding research, like setbacks, disasters and EUREKA. To answer your question yes you pay as you go, each turn based of how much research capacity you allocate toward a project you have to pay for it. 

 

To start a research project you first must select an available tech from the tree and then hit the RESEARCH TECHNOLOGY button left bottom corner, which will create a project in your projects list. If the button is greyed out that means you did not researched the prerequisite technology for that tech indicated by the arrows. 

Note: You cannot research a tech twice so if you select a tech that has been researched already the button to start a project will be greayd out.


Regarding monitoring research progress, the 76.2% value above indicates how much has been researched the +5.0% indicates the progress it will make comes next turn the 100% indicates how much you working on it anything above 100% is considered to be rushing the project which has consequences of chance for setbacks and or disasters. The rest is obvious the amount of research capacity allocated and how much it costs.

NOTE: If comes next turn and you do not have enough money to pay for the 1500 capacity then the system automatically reduces each projects used capacity one by one to the point where you can afford it. This rule also applies to colonial development.

I hope this helps a bit, it might seem daunting but i designed it so you can only do things that are valid, i try to guide the player by greying out buttons based on when they can be used or when applicable indicating things through tooltips. Figuring these things out is part of the journey for the player, which does not means that your feedback is not crucial for me to get it right, so you do not need to apologize, you do not bother me at all. It might takes me a bit of time to compose an answer and i also have a nightshift to go to work but i will gladly do it

Have fun and enjoy!

(3 edits)

Hey there, 

I experienced some troubles with investing, settler movement, political investment and trading. Here my issues can be seen in one shot.

It is a cool Idea to let me move my pioneers.. But even with shift and ctrl it would take me here 71567 klicks to move them to another colony..

If I do margin trading on the market, its also an huge issue, just with bigger numbers. Selling in batches of 100k is convinient, but here it would cost also roundabout 3500 clicks and the price drop would be immense, of course. All very interesting mechanics, but there is a solution needed in my oppinion...

Maybe u can add in market a 'ctrl+alt = million' 'ctrl + shift = 10 million' !? Same could work with the settlers, like 10 000 + 100 000..

I am more the typing number guy, but I also appreciate the clicking system.


here same kind of Issue a 'ctrl' or 'shift' could already do it here, at least so far, but maybe on late game 1k also would be handy..

Also here is a good example for a mechanic I dont understand. My housing capability grews without investment. The 3rd colony would appreciate to get those 7 million pioneers in the emtpty houses, but as I mentioned 70k clicks are a too big invest of time gap. 

I only defaeted one enemy in this game state, so I would have infinite of everything going for the second. Thats a motivation drop if we can't get those mechanics working also in endgame.

Hopefully I could also give some solutions. I hate to critisize without having a solution for an issue.


Kind Regards

Choleric 

Developer

I have done the type input for the market feature, but still working on the same for immigration, but right now working on the large credit and resource numbers issue. I will post a patch as it I am done with it.

Could you pin a Question's Blog, too?

I feel pretty stupid right now, could anyone please tell me how I can colonize a second planet in a solar system I do already own?

Thank you very much

Greetings Choleric   

Developer

Hi CholericKolle!

Do not feel stupid, it is my bad, I noticed the planet explorer menu is bugged.

But you can just select your colony fleet and use the colonization target action button, which lets you select a target system

I will fix the planet explorer menu.

Thanks!

Hello there!

A little suggestion regarding those systems we got 2 or more colonies, its very handy that its possible to trade around inner system reccourses to one planet and the others. But u cant do it like automaticly every turn..

If that would be possible, like with freighters that keep freight every turn, it would be a much more usable feature..

I think adding Trade Stations for every planet would be even more realistic, but that would be difficult with the trade routes and all I guess..   


Kind Regards 

Choleric