skyshreder

Newbie
Jan 28, 2018
38
19
18
Just a quick comment; I don't know whether it was mentioned or not, but having Raza's auction event select a random famous art piece (ideally that has not yet been selected) would be a nice touch. Getting the Mona Lisa as a gift twice in one game devalues the gift a bit. I don't know how much coding that would require, and it certainly isn't a priority, but just a thought I had when it happened just now.
LOL I have been getting 3-4 Mona Lisas every new game I start. At one point I had a room just for them :D
 

mecha_froggy

Active Member
Oct 17, 2018
913
1,677
224
Not sure if this will really help anyone or not, but I noticed this:

C:\Users\(yourname)\LocalLow\NobodyYouKnow\Stationmaster\Unity\(random string of numbers)\Analytics\config

Open config with Notepad++

Change to this:

{"prefs":{},"analytics":{"enabled":false},"connect":{"limit_user_tracking":true,"player_opted_out":true,"enabled":false},"performance":{"enabled":true}}

Should hopefully keep Unity for wasting bandwidth and CPU cycles spying on you while you play.
 

alex2011

Conversation Conqueror
Feb 28, 2017
7,729
4,485
508
You forgot one, though they are technically still human, LowGravs. I had a few in my last run, they seem to be the most common race not marked as human in the game as far as planet raid slaves.
 

crash.7ds

Active Member
Nov 18, 2018
959
830
290
Not sure if this will really help anyone or not, but I noticed this:

C:\Users\(yourname)\LocalLow\NobodyYouKnow\Stationmaster\Unity\(random string of numbers)\Analytics\config

Open config with Notepad++

Change to this:

{"prefs":{},"analytics":{"enabled":false},"connect":{"limit_user_tracking":true,"player_opted_out":true,"enabled":false},"performance":{"enabled":true}}

Should hopefully keep Unity for wasting bandwidth and CPU cycles spying on you while you play.
Btw, LocalLow is in AppData and requires you unhide hidden files and folders, in case anyone was confused by that address.
 

zebles

New Member
Jan 15, 2019
10
7
13
A little autentific remark. Slaves, AFAIK, was not allowed to talk about themselves in first person. No "I am" and "me". Only " this one" and by name in third person. This moment may improve the immersion. It will be interesting to see, how obedience affect on slave's speech
 

polywog

Forum Fanatic
May 19, 2017
4,065
6,323
575
A little autentific remark. Slaves, AFAIK, was not allowed to talk about themselves in first person. No "I am" and "me". Only " this one" and by name in third person. This moment may improve the immersion. It will be interesting to see, how obedience affect on slave's speech
itrubstheloti128481707984375000.jpg
 

mecha_froggy

Active Member
Oct 17, 2018
913
1,677
224
Something that I just realized is missing: For profit slave training.

Since we've all played Free Cities you know what I mean. You take a cheap, disobedient, annoying slave and throw time & effort into turning them into an ideal servant. Then you can sell them for a huge profit (if you max you personal training skill, you can easily profit $100K or more of even just one slave, given long enough).

Here, however, the price difference in a newly captured abolitionist and a devoted mind-puppet is maybe 25%. Plus training takes forever. It can seriously take literally hours of real world time to max even one skill on a slave. Worst of all, there are no player skills that can change this. None of the trading, slaving, military, etc skills we know from FC are here.

I think that this should be a pretty easy add, as mostly it's just copying stuff that's already been done elsewhere and just tweaking it a little to fit this game better.

So let's look at the problem:

#1: Lack of training furniture types. For skills, there is only one type of furniture per skill. Even the sauna only has two types of furniture - your choice is between the 1 point version and the 2 point version. Office torture racks come in level 1 or 2 as well but that's it. Everything else is one size fits all, and that size is soooooo slow. Considering that having a shitton of money can let you buy solutions to all other problems (big fleets, big factories, lots of menials, etc) that there aren't any super-powered training stuff for the ultra-rich seems like an oversight.

#2: Lack of player skills in the game. Have your avatar get involved and learn stuff, too. Throw money into classes to learn things, just like in FC, that improve your overall performance. Not just slave training, either. Military skill to make your fleet more powerful. Trading skill to increase profits from businesses. Just throw some bookshelves or equipment into the office and spend your non-fucking time more productively. Research could also be a skill if you ever decide to create a tech tree and the mechanics for that. And if you don't want to bother then just sit at your desk and "focus on business" - learn nothing new but increase your general income overall.

#3: Stealing an idea from Tropico, if your avatar heads into a room they can act as an overseer even if you haven't appointed one. Give a boost to whatever the room does. Ships repair faster. Businesses make more money. Tourist stuff becomes more appealing. Slaves learn faster in school. This would mean actually being able to move your avatar, of course, but honestly, that could be implemented very easy. Like "Hold shift while left-click to choose destination" easy.
 
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mecha_froggy

Active Member
Oct 17, 2018
913
1,677
224
Suggestion:

Galaxy map is just too damn big. I can beat a game of Stellaris in less time than this game. What's worse is that your planet list screen caps at around 30 and there is no option to scroll it. So even if you have 300+ worlds (which, sadly, is entirely possible) you'll never be able to interact with any more than that first page.

Nor would I really want to, to be honest. If we could shrink that galaxy map to maybe 100 planets or less and then add the ability to actually see them all - or better yet, filter them, then that would save so much tedium.
 

sinrtb

Member
Nov 4, 2017
156
96
173
Suggestion:

...What's worse is that your planet list screen caps at around 30 and there is no option to scroll it. So even if you have 300+ worlds (which, sadly, is entirely possible) you'll never be able to interact with any more than that first page.

...
That is likely a bug as you used to be able to control it a version or two ago.
 

MausMaus

Active Member
Aug 2, 2018
721
493
205
Not sure if this will really help anyone or not, but I noticed this:

C:\Users\(yourname)\LocalLow\NobodyYouKnow\Stationmaster\Unity\(random string of numbers)\Analytics\config

Open config with Notepad++

Change to this:

{"prefs":{},"analytics":{"enabled":false},"connect":{"limit_user_tracking":true,"player_opted_out":true,"enabled":false},"performance":{"enabled":true}}

Should hopefully keep Unity for wasting bandwidth and CPU cycles spying on you while you play.
Hmmm,does this work with every unity game?
 

skyshreder

Newbie
Jan 28, 2018
38
19
18
Suggestion:

Galaxy map is just too damn big. I can beat a game of Stellaris in less time than this game. What's worse is that your planet list screen caps at around 30 and there is no option to scroll it. So even if you have 300+ worlds (which, sadly, is entirely possible) you'll never be able to interact with any more than that first page.

Nor would I really want to, to be honest. If we could shrink that galaxy map to maybe 100 planets or less and then add the ability to actually see them all - or better yet, filter them, then that would save so much tedium.
There is a Next Page button in bottom right that shows the next 30 planets. As for the size of the map, I think it's fine but it's too easy to conquer it all and not very interesting. Having done it a few times, it takes me about 2 real world hours to defeat all enemies (that's after buying about 3 Dreadnaughts and 10 cruisers). Problem is that it gets too boring as all you do is wait for your ships to reach their planets so you can send them to conquer another 10.....and repeat. There should be more random events when sending ships, such as mid-space battles, distress calls, wormholes that destroy them or change their destination etc. Also the player gets attacked way too rarely. And once you get the Advanced defences (Level 2) on all your planets, nobody can conquer them. Enemy attack should be much more powerful so it makes it interesting :)
 
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alex7sea

Newbie
Jan 21, 2018
32
24
120
Suggestion:

Galaxy map is just too damn big. I can beat a game of Stellaris in less time than this game. What's worse is that your planet list screen caps at around 30 and there is no option to scroll it. So even if you have 300+ worlds (which, sadly, is entirely possible) you'll never be able to interact with any more than that first page.

Nor would I really want to, to be honest. If we could shrink that galaxy map to maybe 100 planets or less and then add the ability to actually see them all - or better yet, filter them, then that would save so much tedium.
I can agree with you if you just want to do a play through on a weekend, but if you want a X4 game where you are going to put weeks, maybe month on it, you can't have a manageable galaxy. Its has to be BIG, explore, expand, exploit, and exterminate. :love:
 
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crash.7ds

Active Member
Nov 18, 2018
959
830
290
Maybe some kind of "jump fatigue" like in Eve Online? In Eve, jump fatigue is meant to prevent cap and super cap fleets from simply balling up and covering large swaths of space irrespective of where they their staging system happens to be, as long as they have jump access. Because of how it works, it also is balanced to more heavily affect long-distance multi-jump movements while allowing shorter hauls using fewer jumps to be hardly impeded. Something like that to prevent rapid redeployment of ships in SM could help make conquest longer-term overall without imparting an arbitrary penalty to the short-game.

Another thing I was hoping to suggest is to allow ships the be "staged" in systems outside of the starting one so as to add to the defense score for that system in case of attack. Staged ships cannot be used in offensive actions, but help with system security within your own borders, more specifically with defending the system they are staged in. As a counter to this making defense easier than intended, other sources of defense can be nerfed to further encourage this strategy.

Just a thought.
 

stauffi

Member
Jul 23, 2017
247
114
268
Maybe just implement ship upkeep and a soft fleet limit cap. If you exceed it you have to pay exponentially more for upkeep, just like Paradox games like Eu4 or Stellaris handle it.

The more planets you conquer the higher your upkeep gets and there could be planetary buildings too which increase the cap, again just like in Eu4 or Stellaris.

Finally there could be a mechanic or two that have some slightly negative impact on large empires, like corruption or rebellion, so that bigger is not always better but expansion needs to be done with some care.
 
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StationmasterDev

Member
Game Developer
Jan 14, 2018
458
1,155
205
Thanks for all of the feedback! It's helped me design two new voting options to the next vote (after the gender overhaul and a more general "community improvements" patch):

The "Living Galaxy" option will redo a lot of the existing military mechanics to be more like a traditional strategy game, with fleets that orbit planets, larger AI fleets that will need to be defended against with ships, and the like. It will also add stuff like neutral ships that can be explored by your fleets for events.

The "Progression" option will add a research system, PC stats, and some other stuff to lock content until the late game.
 
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