Stellar Warfare

Stellar Warfare

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Suggestion: A small change for a massive QoL improvement :)
First off, let me start by saying that I've had my eye on this game for a while now. Seeing how it just got its highest ever discount getting it was a no-brainer for me.

So far I have only completed the tutorial - and based on some recent threads about the aggressive skirmish AI I'm a bit hesitant about that mode, because I strongly dislike early rushes, especially on lower difficulty levels - but nevertheless I am eager to try whatever this game has to offer (in terms of singleplayer, anyway).

With that being said, while I generally enjoyed my experience so far there were two things that I found problematic while playing the tutorial, and this is further exacerbated by the lack of rebindable controls (which, if I'm being honest, I can *barely* forgive in any 21st century PC game, period.).

What am I talking about? Ctrl und Shift key modifiers. It took me a while to understand why I could not accelerate scrolling, or why selecting additional units didn't always work. The reason is simple: The game distinguishes between left and right Shift and Ctrl keys! And since I have been using the arrow keys rather than WASD since the beginning of time (at least for well over 30 years) despite being right-handed, this means most of my interactions with these keys is on the right side of the keyboard.

Which is why I am asking to include both left and right Shift and Ctrl keys as modifiers; as far as I can tell, no other functions are bound to them anyways, so there should be no conflict.

As the title implies, this might be a rather small change to make (at least I would hope so), but would result in a HUGE quality of life improvement for me (and probably everyone else who uses the right side of the keyboard more than the left side). :steamhappy:

P.S.: Bonus points if the Ctrl-modifier can be configured; I think by default it is something like 20x faster? If that option is already in the game, forget I ever said anything. :steamfacepalm:
Originally posted by Deus|Algor:
Regarding AI agression:
if you played any CnC game or SC in skirmish - you should be more than fine here. I personally think that our AI is more forgiving. But it would be best if you just try it and see for yourself.

Regarding right shift and control buttons - that makes sense, yes, I think we will be able to add this feature with next proper update.

Key binding is also on the list of our planned features, but it is really tricky since it involves changes everywhere across the game logic.

Thanks for purchasing and have a nice time playing!
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The author of this thread has indicated that this post answers the original topic.
Deus|Algor  [developer] 21 Jan @ 3:10am 
Regarding AI agression:
if you played any CnC game or SC in skirmish - you should be more than fine here. I personally think that our AI is more forgiving. But it would be best if you just try it and see for yourself.

Regarding right shift and control buttons - that makes sense, yes, I think we will be able to add this feature with next proper update.

Key binding is also on the list of our planned features, but it is really tricky since it involves changes everywhere across the game logic.

Thanks for purchasing and have a nice time playing!
Originally posted by Deus|Algor:
Regarding AI agression:
if you played any CnC game or SC in skirmish - you should be more than fine here. I personally think that our AI is more forgiving. But it would be best if you just try it and see for yourself.

Regarding right shift and control buttons - that makes sense, yes, I think we will be able to add this feature with next proper update.

Key binding is also on the list of our planned features, but it is really tricky since it involves changes everywhere across the game logic.

Thanks for purchasing and have a nice time playing!

Thanks a lot for your reply! I have indeed spent quite a bit of time playing skirmish games, especially in C&C (all the way back to the original Red Alert, because my precious Tiberian Dawn sadly didn't have a skirmish mode back then); the most recent ones I've really played a lot were Generals and Tiberium Wars, though.

Either way, for my first skirmish game in Stellar Warfare I ended up reducing AI difficulty to minimum, and enabled Pirates on the Orion map. The AI was pretty laid back, which was cool as it gave me a chance to built up and get more comfortable with everything, but oh boy did the lone pirate ships surprise me! The first time I attacked one with my fleet I ended up not being able to destroy it because it was too fast for all but my lightest ships (it had around 350 HP left) before it left the map... Killed all the other ones after that, though. :D

Yeah, I understand about the keybind feature; if it's not built in from the beginning, I bet there's A LOT of places you have to check for references, etc. Just hardcoded tutorial messages being one example. Either way, because the controls are relatively conventional and it's not as hectic as, say, an FPS game, I'll give Stellar Warfare a free pass for now. :D


By the way, there's one thing I haven't managed to figure out yet; I can see how many ship hulls are left to unlock, but are there more weapons as well? Because the available selection of weapons feels somewhat limited (no anti-light beams, generally very few beam weapons, etc.).


In any case, my original impression of the game (and the reason I wishlisted it in the first place) was right: This project is filled with passion. As far as I can tell, most if not all gameplay features work as expected, and so far I haven't really seen any noticeable bugs.

Whenever I found something odd, it was actually the UI not telling me something (or making it hard to see); for instance, when I had a ship in my construction queue that I could not yet accumulate enough metal for, my entire ship production ground to a halt and I could not figure out why for a few minutes... Until I ended up having a closer look and removed the ship manually from the queue.

Additionally, I would love to see more scalable UI elements (ship selection list, for once), as well as more graphics options (anti-aliasing, etc.). That being said, haven't noticed any performance issues yet (1vs1, 50 ship limit).

Keep up the great work! :steamhappy:

EDIT: One more question for today - are the three super ships hardcoded? Or is there any way players could design their own super ships? Probably not, since they have special "Ultra" weaponry... But I wanted to be extra sure I'm not missing anything. :)
Last edited by XTRMNTR2K; 21 Jan @ 8:47am
Deus|Algor  [developer] 21 Jan @ 9:42am 
Originally posted by XTRMNTR2K:

By the way, there's one thing I haven't managed to figure out yet; I can see how many ship hulls are left to unlock, but are there more weapons as well? Because the available selection of weapons feels somewhat limited (no anti-light beams, generally very few beam weapons, etc.).


In any case, my original impression of the game (and the reason I wishlisted it in the first place) was right: This project is filled with passion. As far as I can tell, most if not all gameplay features work as expected, and so far I haven't really seen any noticeable bugs.

Additionally, I would love to see more scalable UI elements (ship selection list, for once), as well as more graphics options (anti-aliasing, etc.). That being said, haven't noticed any performance issues yet (1vs1, 50 ship limit).

Keep up the great work! :steamhappy:

EDIT: One more question for today - are the three super ships hardcoded? Or is there any way players could design their own super ships? Probably not, since they have special "Ultra" weaponry... But I wanted to be extra sure I'm not missing anything. :)

Yep, there are more weapons and modules to unlock, including some light beams ;)
When you visit fleet editor you may notice that, like frames, weapons and modules have unlocked/locked counters over their section.
We do not yet have weapons and modules specific sections in "Unlocked" menu thought, and I understand where confusion comes from :steamsad:
I do hope we will be able to address that in some upcoming updates.

UI scaling is one of the features planned for the future ;)

Regarding Superships - no, players can't modify them. Weapons used by them are kind of special and from a balancing perspective we don't want them customizable ;)
We do want to add moddable Superships in future though.

Thanks for playing and your kind words! We appreciate your feedback!
127.0.0.1 21 Jan @ 10:53am 
Difficulty 1 AI, doesn't hit that hard or fast, honestly you can have up to twice the size of an AI's fleet long before they can, and even dominate them into submission.
XTRMNTR2K 21 Jan @ 11:54am 
Originally posted by 127.0.0.1:
Difficulty 1 AI, doesn't hit that hard or fast, honestly you can have up to twice the size of an AI's fleet long before they can, and even dominate them into submission.

Yeah, it was pretty passive and only expanded *very* slowly. The only unusual thing I noticed was that they had already assembled a small light fleet (which they wouldn't ever go beyond building or replenishing in terms of numbers) after two or three minutes, I think. I was actually trying to prepare defenses as fast as possible but I don't think I could've build more than a third or maybe half of their numbers no matter how hard I tried.

The only explanation I can think of is the AI spending all of their starting resources immediately on ships, perhaps? Didn't pay too much attention to the numbers though, so maybe that wouldn't even be enough.

In any case, I think it's great you can freely scale the AI up from 1 to 100 percent of its capabilities. Should be possible for everyone to find their sweet spot that way.
Deus|Algor  [developer] 21 Jan @ 12:49pm 
Originally posted by XTRMNTR2K:
Originally posted by 127.0.0.1:
Difficulty 1 AI, doesn't hit that hard or fast, honestly you can have up to twice the size of an AI's fleet long before they can, and even dominate them into submission.

Yeah, it was pretty passive and only expanded *very* slowly. The only unusual thing I noticed was that they had already assembled a small light fleet (which they wouldn't ever go beyond building or replenishing in terms of numbers) after two or three minutes, I think. I was actually trying to prepare defenses as fast as possible but I don't think I could've build more than a third or maybe half of their numbers no matter how hard I tried.

The only explanation I can think of is the AI spending all of their starting resources immediately on ships, perhaps? Didn't pay too much attention to the numbers though, so maybe that wouldn't even be enough.

In any case, I think it's great you can freely scale the AI up from 1 to 100 percent of its capabilities. Should be possible for everyone to find their sweet spot that way.

Lore wise AI may have some ways to ignore some of the resources limitations mere humans like us have. This, or some quantum logistics used to transfer resources from far beyound our reach. Or they are damn cheaters! :winkwink:
Originally posted by Deus|Algor:
Originally posted by XTRMNTR2K:

Yeah, it was pretty passive and only expanded *very* slowly. The only unusual thing I noticed was that they had already assembled a small light fleet (which they wouldn't ever go beyond building or replenishing in terms of numbers) after two or three minutes, I think. I was actually trying to prepare defenses as fast as possible but I don't think I could've build more than a third or maybe half of their numbers no matter how hard I tried.

The only explanation I can think of is the AI spending all of their starting resources immediately on ships, perhaps? Didn't pay too much attention to the numbers though, so maybe that wouldn't even be enough.

In any case, I think it's great you can freely scale the AI up from 1 to 100 percent of its capabilities. Should be possible for everyone to find their sweet spot that way.

Lore wise AI may have some ways to ignore some of the resources limitations mere humans like us have. This, or some quantum logistics used to transfer resources from far beyound our reach. Or they are damn cheaters! :winkwink:

Ah, thanks a lot for clarifying that. Also thanks for your previous reply - for some reason I completely missed it. Just came back to this thread after starting the game and noticing the "ships & WEAPONS unlocked" message in the main menu... Silly me! :steamfacepalm:
Deus|Algor  [developer] 21 Jan @ 1:51pm 
Originally posted by XTRMNTR2K:

Ah, thanks a lot for clarifying that. Also thanks for your previous reply - for some reason I completely missed it. Just came back to this thread after starting the game and noticing the "ships & WEAPONS unlocked" message in the main menu... Silly me! :steamfacepalm:

No problem at all :steamthumbsup:
Originally posted by Deus|Algor:
Originally posted by XTRMNTR2K:

Ah, thanks a lot for clarifying that. Also thanks for your previous reply - for some reason I completely missed it. Just came back to this thread after starting the game and noticing the "ships & WEAPONS unlocked" message in the main menu... Silly me! :steamfacepalm:

No problem at all :steamthumbsup:

While playing my first wave survival game today (that mode is surprisingly fun!), I noticed that you snuck my suggestion with regards to the modifier keys into the latest update - thank you so much! :steamhappy:
Last edited by XTRMNTR2K; 22 Jan @ 6:47am
Deus|Algor  [developer] 22 Jan @ 1:48pm 
Originally posted by XTRMNTR2K:
Originally posted by Deus|Algor:

No problem at all :steamthumbsup:

While playing my first wave survival game today (that mode is surprisingly fun!), I noticed that you snuck my suggestion with regards to the modifier keys into the latest update - thank you so much! :steamhappy:

Yep, we want to pack all the changes we made during last couple of days in a single patch note to avoid spamming players feed with small patch notes that add 1-2 fixes. So that's why it was sneaky =)
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