Here's a link to a list of all the UI issues I identified during 1.0X
https://forums.galciv2.com/?ForumID=274&AID=111357
As I said, I've identified at least twenty more during 1.1, but just can't be bothered to keep jotting them down any more. If I see some of the above start to be fixed then I'll start taking notes again.
I don't see the point in banging on about the crashes. Brad has acknowledged there is a problem and it's the first thing they'll be looking into for 1.2. What more can they do now?
Anyway, this topic isn't for crash discussions.
Strategist - no, what gets people annoyed is when people make a bunch of posts on the same topic. |
This was originally a post over at The Octopus Overlord's, but someone there complained I should be posting it here where the Dev's would be able to defend themselves from my attack (??) So here it is

That's why it covers some of the issues already in my recent posts, because it was intended for another forum.
On balance, the SE series (3 and 4 anyway) have always been lacking for me. Different strokes for different folks. |
I'm by no means saying that Space Empires III was better, just better in certain areas where GCII should learn from it. Other games may have covered those areas even better, but I can only speak from my experience.
Clearly he wants documentation, I've never expected (which is good, because I don't feel I've ever received, at least since Master of Magic) comprehensive docs. |
No no, that's just it, I want the game to work WITHOUT documentation. Logistics for example, yes, you can find the logistics value of the hull by opening the Shipyard and memorising it for each ship type (unless another patch changes it), and then you need to open the Research window and add up all the numbers you've researched from the Logistics path, and then (and only then) will you know how many ships you can stack. Or you can stack some ships and then suddenly these numbers appear.
This is what I'm talking about. In most cases there's a way to do something, but it's an incredibly, unecessary, roundabout way.
Why do I need to split up ships to upgrade them for instance? If I select one ship and then upgrade all ships of that type then suddenly I CAN upgrade fleets. This is what I'm talking about.
Documentation? The manual should teach me the rules, but the game should provide me with all the data. Right now this isn't the case, meaning I'm tied to the docs in a way I don't want to be. I may as well need the CD to play.
Let's name another random niggle. Some race's ships display the race name when moused over, others don't... why? It's clearly helpful, yet only half done. That's my problem, the game is full of stuff like this.
In the end, if I don't provide my views now then my thoughts won't be taken into account for GC3.
I haven't played the new campaign, but this definitely wasn't true in GCI. Heck, just the experience of being at war from turn 1 taught me so much about using military force in the early game. Then there was the scenario where all the resources were in the center, setting up a big battle over starbases, and the one where you allied with the Altarians, which taught me the usefulness of permanent trade partners. Throwing the sandbox for a loop is fun in itself without a lot of blah blah. |
But GC2 does this with scenarios, and therefore the campaign is wasted. If you simply want interesting setups there's no need for a campaign situation. The only thing a campaign brings to the table is an on-going story, or perhaps the ability to carry tech and troops from one mission to the next. GC2 does allow you to lose and go a different route (though I suspect most people don't know this, as they tend to reload when they look like they're going to lose), which is nice, but I need a real draw to play through this series of missions and I just don't see it.
F6, Stats and Graphs tab? |
Much obliged.
F5 has a lot of that stuff. One UI thing they got right is that you can just right-arrow and talk to each civ in turn instead of clicking forward and back (I really want to be able to double-click a civ to talk to it, though.) That lets you see what you really want to know, what technologies they have that you don't. |
The reports are almost impossible to read. Why isn't the tech bullet pointed, or arranged by area, or even in an expandable tree? Why not simply list tech they have that I don't? You can do it through diplomacy, but this brings up another niggle, if I open a particular view to replace the viewscreen, it's forgotten the second I move to another civilisation, and the buttons for the views are TINY.
1. The campaigns are not the same as the sandbox mode. They play completely differently for the most part, especially the Dread Lord missions. I guess there's the DLs on parade thing, but I haven't tried that yet. |
But that's just it... they ARE the same, and therein lies the problem. I'm basically being offered the full sandbox game, or a crippled game which forms the campaign. All games with campaigns have this problem, you get full skirmish or crippled campaign. Well, other things are used to draw you into a campaign, like in Warcraft III for example you had side-quests, an engaging story and characters who you could bond with and care for the fate of (for the first act anyway). GalCiv2 has none of this. The alien races barely even speak to you, a wasted opportunity if ever there was one. I'd be more than happy to write an entire campaign story, along with scenario outlines, for free, just to show how it should be done.
Hell, imagine the entire campaign set on a single map, with each mission either allowing you to take planets which extended your range, or provided more life support systems. The entire campaign could play out on this gigantic map. Probably not practical, but THAT would be a draw.
Right now what you have is a game identical to the sandbox, but with less tech and therefore less options. Yes, you get a unique race, but they're nothing more than a really advanced tech civ. Where's the unique ship which appears and blows away the planet you just saved in mission X? Now wouldn't that get things moving?
Nope, it's purely limited sandbox.
2. Alliances are not pointless. If somebody declares war on you, it's nice to have someone else declare war in your defense. One thing I would like added in is that the AI takes account of your allies' military before it attacks you, because it doesn't seem to at the moment. |
I agree I overstated that point, however if someone offered me an alliance I'd be really dubious because it's actually helping them win the game. Still, I did use them more in my last game to protect myself during my latest tech win.
1) I can understand the economic learning curve. I found a couple settings that work for me and rarely deviate from them because after numerous games I still don't have a "warm and fuzzy" feeling about messing with the sliders too much. |
Don't worry, I don't think of this as a problem, it's simply very different from the Space Empires and Colonisation games, and so took some getting used to. I have a couple of UI niggles here, like being unable to see the impact of focusing research unless you hop off planet, and the way you cannot see focus from outside a planet, but the system itself feels okay. I believe it was mentioned social and military spending would be combined as they share a resource and that makes sense, but the current system seems solid, a good exercise in making sacrifices in X for benefits in Y.
but except for when I need to adjust espionage spending (another lacking area that I hear will be addressed with 1.2), or really need some cash, or a "missing" tech, I ignore the diplomacy screen altogether. |
Espionage is effectively non-existent in this game, but that's a whole different topic (and something for the expansion I believe).
5) He has a few UI issues I don't agree with; ie: The starbase list isn't hidden...it's with the other lists. |
I didn't find it until I ran across a topic where someone else was asking about just such a list. The Ships list certainly isn't the first thing to come to mind, and I don't tend to use said list.