Frogboy Frogboy

STICKY: EASY TWEAKS to make the game better for you

STICKY: EASY TWEAKS to make the game better for you

Let us know

This is a sticky thread for people to request very simple tweaks -- things that could be put in and tested in less than an hour that you think would make the game more fun.

So suggestions like "We want a full blown encyclopedia" or "Can we have tactical combat?" should NOT go here.  These are things that should be very easy to do.

The goal is to come up with a list of little things we can do to put into a Thursday update so that people who had to wait to get the game at retail will be able to have something to look forward to to make it worth the wait.

 

378,028 views 894 replies
Reply #701 Top
Minor interface improvement: be consistent about where movement point info is displayed. Depending on whether you have a single ship or fleet selected, the info appears at different parts of the screen, in small typeface. The player should always be able to look at the same screenspace in the ship display to see the same info, regardless of whether he's looking at a single ship or fleet.

In general, the ship display portion of the screen is very frustrating, because the selection of info shown there changes with whether you are looking at a square with (1) one ship, or (2) two ships not in fleet, or (3) one fleet, or (4) two fleets. Pieces of information that are useful in all situations (such as movement poibts available) drop in and out with no apparent rhyme or reason. Key point: whenever I select an icon for a ship or fleet in the main ship display, I ALWAYS want to see the selected ship/fleet's movement available, hit points, troops carried, and weapons/defense. My need for that information does not vary with what combination of ships/fleets happens to be in the square, and it is no fun to have to dig through popup screens to find that basic info.
Reply #702 Top
Re: the tiny ship launch window that shows small icons of ships in orbit: Allow player to shift-click a set of ships to launch. (A neat bonus would then be to be able to ctrl-click the luanch button to launch them as a fleet.)
Reply #703 Top
How about having both the "4 starbases per sector" and the "mininum of 3 spaces apart from each other" rules? That'd really make you think about strategy.
Reply #704 Top
It has been said several times but:

1. Let the arrows scroll the map instead of moving ships.
2. Let the minimap follow.
3. Launch all-button.
Reply #705 Top
Simply, put a cancel button on the diplomatic negotiation to attack another race. I often want to turn a race upon it's nuisance neighbor only to find they don't offer the option due to their relations. Then I have to choose another race which I then have to cancel. It is simple just to clear up some simple hassle.
Reply #706 Top
Thanks for reading this far!

I'm not sure how hard this would be, but it would add a lot of precision to and simplify the economy:
-Completely removing the Overall Spending Slider
-Making the three "sub-sliders" independant from each other (mil, soc and research)

For example, if I want my Military Production and my Research BOTH going at full capacity (100%) and i have the money to do both, I should be able to.

(from what i understand now, a Mil. slider at 25% means you are using 25% of your military capacity, and it should NOT be dependant on social or research spending)

If it would change gameplay too much, maybe have it as an option since it wouldn't change the overall production.

Like I said, I don't know how hard this would be, but it would really help the game.

___________________________________________________________________________________________

I'd also like to support a few other things already brought up:

-Having a "range of influence" highlighted area BEFORE the starbase is built
(PS: maybe have something that can increase it???)
-When the main window is zoomed out to icons, display ship autopilot trails
-Have the zoomed in minimap follow the center of the screen


Thanks for putting up with me and THANK YOU to the devs for having a forum like this: it's unique and I LOVE it.
Reply #708 Top
Color-coded "other techs required" in the research menu (for unlocked ship designs).

Green: I already have this tech.
Yellow: I do not have this tech, but it's available in my current research options.
Red: I do not have this tech, and it's not in my current research options.

Or, if that takes too long, just the green would be fine.

Hopefully this hasn't been posted before. I tried searching for it, but the terms are pretty generic.
Reply #709 Top
In beta2 of v1.1:

I still can't log into the metaverse because the metaverse login screen won't accept a '+'. Will someone finally fix this?
Reply #710 Top
When I get a random morality event (not a colonization event), it only occurs on my homeworld. How about adding some morality events that occur on a random planet, or affect my entire empire? (For example, an event where the evil option gives you +1-2% research on every planet, not just a boost on your homeworld).
Reply #711 Top
Easy one...

I don't understand why I get warnings about other races making peace and not get warning about them declaring war on each other.
Please give me a "war declared" warning.
Reply #712 Top

When you build a new ship the launch should default to launch this ship.  Not the one you have left there to protect your planet.


Also agree when I upgrade a ship I want to see the previous components there.


Ray


 


 

Reply #713 Top
I have a few tweaks that would make me enjoy the game even more.

1: More info/options on the civ managers colony-screen,
  • production points left to completion, and a progress bar, on both social and min production.
  • production sliders.
  • a status screen at the botom showing the currently selected planets details with the option of focusing/unfocusing production, etc.


2: Surplus production not being wasted but either: carried over, rerouted, or not being paid for. (if carried over then max to the production of one turn)

3: The ability to que research, minor, but it would be nice.

4: A sentry untill wakend by me option.

5: The ability to map shortcuts to selected keys

6: An unobsolete ship option. Last night I obsoleted a ship, but discovered a few turns later that I wanted it back, so I had to design a new ship with the same specs as the obsoleted ship.
Reply #714 Top
I havn't read all the posts, I'd be crazy if I did lol. Here's my list, sorry if I mention things already fixed or been said before.

- The possibility to see what modules I can plug in a starbase already built. Sometimes I don't know if I can still update a starbase with more mining %age.

- The Possibility to see whether a button has a hot-button, I dont like to read the update-log when the update log is huge. Like moving the cursor on the button and if it has a hot button it says so.

- The possibility for a individual calculator for my planets. Lets say I have a planet class 10 with 4 facs, 2 labs, 2 entertainment stations. So I have 2 tiles free to use. Now I want to know what I need to make that planet make enough money to get out of the dept from THAT planet, not overall. Or that I can see the approval of the planet if I would have more people, so I can decide whether to build a farm or not, etc. That would be very helpful in planning what to build. Just something similiar to what I descibed.
Reply #715 Top
Ships should be upgradable in planetary orbit, why do I have to do that in deep-space?

The ability to examin ships in planetary orbit, without launching them. That is: bringing up the detail screen of ships in orbit.
Reply #716 Top
don't know if these are 'quick', but if i should post elsewhere feel free to move it

1) BUY queue for building, if i have 1m credits, and i'd like to prebuy all the buildings on a planet without having to click buy after every turn (good balance choice for 1 build/turn though). could be realized as: a buy option per tile, or having normal BUILD queue, but being able to pay for shields via 'stored production' slider.

REASON: I have 100+ colonies, if i take over a new one, or want to switch research to econmy/military production, is PAINFUL to click through all the colonies after each turn. thanks for reading=0)

2) STARBASES upgrade with cash only. use constructors only for initial build.

REASON: painful having to redesign/change production/rally/etc constructors to 30 different starbases on a huge map, and remembering which constructor to send to which starbase and how many to send. if we just made 'em like mini-planets,

SUGGEST: pay for upgrades(say 2-300/upgrade = cost of constructor without the hassle), queue upgrades, 1 upgrade completed/turn

consistency, if planets can't be upgraded overnight, how come i can go from nothing to a 90 attack 30/30/30 def, 200 influence starbase in 1 turn? enemy doesn't have enough time to get mad in diplomacy before their planet is mine, which is good for me but cheese i think=)
Reply #717 Top
in beta, the bonus "research/social/military is confusing for me. maybe keep it the way it was before, or show bonuses for individual areas?

also quickfix, if there was some space that showed how much each research costs
kudos on the excess research bleeding on to the next tech though
Reply #718 Top

I 2nd AussieRay's suggestion regarding new ship designs.

When I "Upgrade this design," I would like it to include all components of that ship, not just the barebones skeleton, as I find myself constantly canceling out of the process to see what I had on the original that I wanted to upgrade. I wish I had a better memory, but I create so many ships for different purposes it gets a bit difficult to remember what they all have on them.

Thank you. I love this game.
Reply #719 Top
I 2nd AussieRay's suggestion regarding new ship designs.

When I "Upgrade this design," I would like it to include all components of that ship, not just the barebones skeleton, as I find myself constantly canceling out of the process to see what I had on the original that I wanted to upgrade. I wish I had a better memory, but I create so many ships for different purposes it gets a bit difficult to remember what they all have on them.

Thank you. I love this game.


In the beta there is an option to keep current components when you upgrade. It is under the options menu.

Reply #720 Top
Thanks for soliciting these.

Please let double clicking on an entry in the GNN popup be the same as highlighting it and clicking "Goto."


I very much concur
Reply #721 Top
Tweaking Starbases:
When choosing to upgrade it’s hard to know which starbase it is.
It would be great if the name and type of the starbase was in the yes/no-dialog when choosing if to upgrade. It would bee equally sweet if you would make the dialog be in the upper side of the screen and zoom the screen to the starbase in question. This would let you get a look on that specific starbase tactical need. Would also be nice if you could move around the map a bit too see the starbase surroundings a bit before choosing.

When hovering above starbases and special mining resources it would be nice to see what type of starbase or resource it is. I always forget which resource looks like what. A hovering text would be nice. Maybe not on all zoom levels but at least on the closest one (it could be irritating to always have a mouse-over text IMHO).

Tweaking in diplomatic screen:
When choosing money or influence only the right side of the amount-box is sensitive to the scrollwheel. For those of you that didn’t know: You can hover over the bar or the rightmost side of the input field and iterate with the wheel on the mouse (MB3). It would be sweeter yet should the leftmost field have a factor of ten (100 instead of 10 per “scrollwheel click”).

Technology owned by one race only should be displayed in italic. As it is now you have to search thru the other races technology list to find a better deal. If it’s in italic you could easily see that there is no other deal to be made.

AI is far too stingy with weapon technology. It doesn’t mater that you already have zap-o-matic level 19 and quantum-plasma-mega-torpedoes. You still can’t pry Miniballs II from his hands even if you put your homeworld in to split the non existent difference.

Have traderouts available as a tradable item. Could be time based so that another race is allowed to use the route for, say, two years.

Gameplay:
Probably a ten minute job , when winning a victory type the game is over. But I still have the desire and downright need to crush my enemies like the bugs that they are. A simple checkbox with the text “Continue game to crush your enemies again” would be nice. That would allow you to win the game in a different way. Of course, after a complete military victory this should be disabled since there won’t be any more bugs to crush.



Rygel XVI - Dominar to over 600 billion (more or less) loyal subjects.
Reply #722 Top
Can we have the game files moved from "my documents" please?

I chose an install directory different to the default for a reason, please use it for these files also. Or if someone can tell me how to modify this myself that would be great.

Too many games now store data in "my documents" but dont mention anything about in the install options.
Reply #723 Top
I would really like to be able to name my starbases myself. Even the AI complaints my names are not creative!
The practical reason is that it's very hard to remember which starbase was located where on the map with what puspose. It's very annoying when you accidently upgrade trading economy starbases with planetary production upgrades with no planet near, and even more annoying to press no, just to find which starbase it was again and send your construcor in again... (this should go together with Rygels plan above to display the name of your starbase when asked for upgrade)

It would also be nice if the rallypoints can be sorted by name (standard or as option). I use rallyoints a lot, as it saves me lots of time scrolling the entire galxy. But when I want to send my ships to one, I need to google the list of rallypoints to find the one I want. If they are grouped by named I can use prefixes to group several together so they're easier to manage.

It would also be nice if you could send your ships from your shipyards to (known) planets and starbases the same way you can send them to rally points. I don't understand that when I want my ships to go to Earth I litteraly need to point it out for them, but when I send them to 119,846 thy know exactly what I mean!
Reply #724 Top
For v1.1 beta 2:

Make the rally point window 'T' bigger; it only has 5 lines now. In this window, also display # colonies and # ships already going to that rally point.

With "advanced" espionage, I should always get a popup notification when two AIs go to war.

The game says "with advanced espionage, no futher spending is needed". Then why do you allow the player to spend more on espionage after receiving "advanced" level? Turn off that spending in that case. (I thought you needed to keep some espionage spending if you wanted to be able to steal tech?)

You added a feature to display AI techs on one of the espionage screens. There should be an option on this screen to list only techs that the AI has but the player does not.

With "advanced" espionage, I should be able to view the AI planets in the governor screen. (I.e., same info as in colony governor screen, but with the AI planets.) In other words, make a summary screen like the colony governor screen available, but listing AI planets for a given race only.

For minor races, it frequently says "more espionage needed", but it is impossible to spend espionage on a minor race.

When I trade for a resource starbase, I should be able to find out what type of resource it is on the trade screen. This matters if I am trading for a resource starbase still in the fog of war.

Allow more characters in rally point names and ship names.

On the colony governor screen, display the rally point on this screen (or add a new screen where this is displayed). All the icons visible by the planet on the main map should also be on the governor screen (hammer, skull, etc.). On the colony governor screen, let the player click on a planet to center the main map on that planet.

With several ship set to "auto explore", they should not all go to the same square.

The '[' and ']' prev/next rally point feature does not work as described in the manual.

The "3.5 weeks" comments that indicate when a ship arrives at a destination sometimes disappear, especially after loading the game. The comments should be displayed with a greater contrast, because they sometimes are the same color as a planet (when sending a colony ship to a planet) (giving them a black border should be sufficient). When multiple ships are scheduled to arrive at the same destination, only the closest destination should be displayed (with an indication of the # of others).

Sometimes, a ship set to "auto explore" suddenly stops auto-exploring even if there are still unexplored squares.

You should be able to sort the rally point window by name, in addition to sorting by the order they were created.

"Auto explore" should be more intelligent, going to closest unexplored square rather than always heading diagonally in the same direction. Several ships set to auto explore should not all explore the same area.

On the "ships" pane of F1, there should be an icon to indicate whether the ship is in orbit around a planet or heading towards a rally point.

For the blue and yellow "production complete" icons, the colors should be more descriptive. If a ship is launched to a rally point, it should be a different color than if the ship is staying in orbit. These icons do not work correctly for the first turn or two after loading a saved game. The yellow icons should have a different color depending on whether or not that planet has unused tiles.

There should be another governor screen where you can display "# used/unused tiles" and a displayed list of ships in orbit.

The PQ of a planet is not appropriately updated when you build soil enhancement/habitat improvement/terraforming. Habitat improvement should not cost less than soil enhancement to build. (It should be soil enhancement
Reply #725 Top
For v1.1 beta 2:

Make the rally point window 'T' bigger; it only has 5 lines now. In this window, also display # colonies and # ships already going to that rally point.

With "advanced" espionage, I should always get a popup notification when two AIs go to war.

The game says "with advanced espionage, no futher spending is needed". Then why do you allow the player to spend more on espionage after receiving "advanced" level? Turn off that spending in that case. (I thought you needed to keep some espionage spending if you wanted to be able to steal tech?)

You added a feature to display AI techs on one of the espionage screens. There should be an option on this screen to list only techs that the AI has but the player does not.

With "advanced" espionage, I should be able to view the AI planets in the governor screen. (I.e., same info as in colony governor screen, but with the AI planets.) In other words, make a summary screen like the colony governor screen available, but listing AI planets for a given race only.

For minor races, it frequently says "more espionage needed", but it is impossible to spend espionage on a minor race.

When I trade for a resource starbase, I should be able to find out what type of resource it is on the trade screen. This matters if I am trading for a resource starbase still in the fog of war.

Allow more characters in rally point names and ship names.

On the colony governor screen, display the rally point on this screen (or add a new screen where this is displayed). All the icons visible by the planet on the main map should also be on the governor screen (hammer, skull, etc.). On the colony governor screen, let the player click on a planet to center the main map on that planet.

With several ship set to "auto explore", they should not all go to the same square.

The '[' and ']' prev/next rally point feature does not work as described in the manual.

The "3.5 weeks" comments that indicate when a ship arrives at a destination sometimes disappear, especially after loading the game. The comments should be displayed with a greater contrast, because they sometimes are the same color as a planet (when sending a colony ship to a planet) (giving them a black border should be sufficient). When multiple ships are scheduled to arrive at the same destination, only the closest destination should be displayed (with an indication of the # of others).

Sometimes, a ship set to "auto explore" suddenly stops auto-exploring even if there are still unexplored squares.

You should be able to sort the rally point window by name, in addition to sorting by the order they were created.

"Auto explore" should be more intelligent, going to closest unexplored square rather than always heading diagonally in the same direction. Several ships set to auto explore should not all explore the same area.

On the "ships" pane of F1, there should be an icon to indicate whether the ship is in orbit around a planet or heading towards a rally point.

For the blue and yellow "production complete" icons, the colors should be more descriptive. If a ship is launched to a rally point, it should be a different color than if the ship is staying in orbit. These icons do not work correctly for the first turn or two after loading a saved game. The yellow icons should have a different color depending on whether or not that planet has unused tiles.

There should be another governor screen where you can display "# used/unused tiles" and a displayed list of ships in orbit.

The PQ of a planet is not appropriately updated when you build soil enhancement/habitat improvement/terraforming. Habitat improvement should not cost less than soil enhancement to build. (It should be soil enhancement