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STICKY: EASY TWEAKS to make the game better for you

STICKY: EASY TWEAKS to make the game better for you

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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.

 

378,056 views 894 replies
Reply #801 Top

Ability to build buildings of a lower tech level when we dont want to spend the resources to build a higher-tech version of the building.

Maybe a right-click on the building could generate a menu of lesser tech buildings to build.

Reply #802 Top
I honestly hope stardock puts some of these in the game patches. Besides the basic (and complicated) GU interface changes most people are requesting there were a few game changes that caught my eye that would improve the game vastly. Two of these are a anti-colonly rushing idea using logistics for the number of colonies you can support, and a reverse racial attribute system giving you penalties for more points to spend, of course to a maximum of -5 or -10 points so you dont get all rediculus. These two things alone would add alot to the games strategy.
Reply #803 Top
In the civilization management window where you are presented with the entire list of planets, what they're building etc, please have an indicator of some kind that displays what the planet's current Production Focus is.


- Space anomalies shoould sometimes appear during gameplay. After you initially cleaned up the map there is no point in having survey vessels......


Nice idea.

I also relish the moment you allow us to disable the "auto move to the next ship feature" it drives me wild, every game. .


Yes Please !!!!

a "next planet" keyboard shortcut while in the main map window


Also very important!

Also on the tech screen, a way to zoom in and out would be nice too. I know you can expand the screen size and move around, but is kind of difficult to see the big picture if you wanted too.


In 'More' mode looking at techs, let mouseover show Time to Research & Benefits


Would be very helpful.

Ability to prevent the GNN screen showing when a new tech is researched


This could be like the drop down buttons for ships and improvements on the right side of the screen
An alert when a planet reaches its maximum population


An alert when a planet reaches its maximum population


Please, please, please let me scroll the map with the arrow keys.


Launch all button for manual launching

Perhaps "select, select, select, select > Launch Selected" is the answer.


Great idea!!!!

Keep the players view exactly where it was before pressing the End Turn button.


ALso as to the list of planets that you can pop up on top left. If I have lots of planets and I go and
look at one, I wish the list would stay up there scrolled to the point where I left it.


Please consider those options. They would make an already amazing game nearly perfect


Also one idea for the UP (probably not so easy to implement): When voting on a matter with more options than "yes" or "no" like spacestaion taxes for example. Make a first round voting on taxes "yes or no" and a second round for voting on "1, 2, 3, 4,... bc". Right now 2-3 Civs voting no outweigh 7 Civs agreeing on yes but not agreeing on the amount of money.
Also intersting would be the indication of how a civ will "probably" vote in the screen before submitting your own vote. this could be depending of your espionage level regarding that civ!
Reply #804 Top
How about not having to reset your budget everytime you load a save spot. Sometimes I forget I have to do and before I know it I'm going bankrupt.
Reply #805 Top
I dunno how easy any of this is, but here's some of my pet peeves with GC2:

When I use the CivManager to look at a planet, it takes me to the colony management screen, but not the actual location in the galaxy where the planet is.

Related: no find/search/go-to type utilty for finding a planet.

Related: no find/search/etc for finding a ship in space.

When I'm upgrading a Star Base it would be nice to see the upgrade list split in half vertically, with weapons/defense upgrades on one half and the starbase special items upgrades on the other. It gets to be a hassle scrolling through that big ugly list of items looking for 'orbital replicators'.

Would game balance be dramatically affected if 2 or more constructor modules were allowed per ship? On highly productive colonies, it is a waste to build low-end ships like constructors, even constructors I've modified with up-to-date engines and even some defenses.

Thanks!
Reply #806 Top
Oh dear. I've actually read this whole thread, though it has taken a great deal of time and many browsing sessions. There are some simply amazing ideas, and many of you have the same thoughts I do on a lot of little tweaks that would make this game truely one of the classics.

I feel compelled to start off by saying that I really do like this game, and I'm sorry if this seems like one gigantic laundry list of things to fix. It *is* a gigantic laundry list of things, but nearly all of them are just little fixes for small things that occasionaly make me nuts. Great job so far -- and thanks once again for asking for user input to keep improving this game. I hope you view the massive volume of feedback this thread has generated as what is is: a sign that requests for input are what the gaming community in general, and players of this genera in particular, are *exactly* what we want. I, for one, am very appreciative (I show my appreciation by making lists, okay?)

Now, since there are so many suggestions here (most of them copied straight out of previous posts -- I just want to add my "vote" to these options. Not that I'm under the illusion this is a democracy, mind you.) I've developed a ranking system, using the number of *'s to represent how important the change is to me. It breaks down like this:

**** -- "Please please please please": Send me an address, and I'll keep enough caffeine supplied to the coders that they won't NEED sleep until this feature is implimented and hand-delivered to my door.

*** -- Very important: This is the type of missing feature or bug that has me reading these forums and creating huge lists when I could be playing. Thus, it's probably in *both* our best interests to get to this quickly.

** -- Important: Definately a helpful fix, but not one that criples game play. Most likely there's another way to get what I want; I'd just like this feature implimented to make it less of a hassle.

* -- When you get a chance: Impliment this feature when it is convinient -- convinient being defined as "Sometime immediately after you impliment the fixes I've listed with higher priority, and somewhat before you impliment the changes requested by everyone else."

Of course, this breakdown of priority is purely for humorous purposes. I don't really expect you not to sleep until the *whole* list is finished. (half will do. Okay, okay, just kidding again.)

One final note before I begin: I've made only minimal effort to keep up with the beta 1.1 releases, so if some of these are already implimented there (I'm still playing 1.X) then GREAT JOB!

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1 (**) Add a notification for when someone declares war on you

2 (**)When you set a ship to move on autopilot, a reading somewhere of how many weeks it will take to get there would be nice.

3 (*) A display in the trade window that shows how much techs cost in beakers, so that we can better gauge trade values.

4 (**) Make the mini-map have the same focus as the main map, so that scrolling the main map also moves the minimap.

5 (*) Make it clear what Influence starbases are doing. I do not see their effect on any planet where there is an influence starbase close by and this is REALLY hurting my ability to know if they are even working. That's a big one, far more so than any "tweak."

6 (***) Make some auto-reset or reset-button to set the races back to default so we don't have to delete files manualy to get the original races back...

7 (***) Somehow make more transparent what's going on with customization of the default races - right now, I'm quite confused about which abilities suddenly vanish when I change something and which don't. Also reveal any "hidden" bonuses (e.g. the diplomatic penalty of the Yor), and if at all possible, make these configureable for the customizable race.

8 (**) Having an "old quicksave" just like the one for autosaves would be nice.

9 (***) The "extra" turn when loading a saved game is annoying - maybe there is an easy way to remove it?

10 (***) Finally, a BIG second on being able to see starbase influence zones around constructors BEFORE you hit 'construct'. Having to quicksave/load is a hassle.

11 (***) Make saving ship designs "optional" -- a checkbox on the screen saying "make ship available in future games" would be great.

12 (*) Put in diagonal edge mouse scrolling

13 (****) An option to disable automatically selecting the next ship without orders.

14 (**) I have no idea which waypoint corresponds to which ship. Find a way to highlight the waypoint of the selected ship.

15 (***) Maybe easy, maybe not: I really dislike the side-scrolling choice boxes (ie: how to sort the techs you have available to research). It can be cumbersome to click 3-4+ times through all the options, just to get to the sort you want, then click back through to get to a different sort. A "drop-down" box where you see all choices, then click on one is much nicer. I was happy to see that this type of box was added to the Trade screen.

16 (***) Civ. Manager: I think it would be nice if you could see and modify a planet's focus from this screen (Military production vs. social vs. research).

17 (*) Civ. Manager: how about a graph or display of some kind that shows food production vs population? Maybe tack on there the theoretical plantet max population for kicks.

18 (*) Add an 'Auto Explore and Survey' button for scout ships, that will allow them to automatically explore the galaxy as usual, but will stop exploration to survey an anomaly when it finds one.

19 (***) Add an option to *NOT* show the tech tree and homeworld build queue every time I load the game. Actually, make it apply to starting the game too.

20 (***) How about a ctrl+A hotkey that forces all ships on autopilot to complete their moves before the end of the turn? Then you can cycle through those with remaining movement.

21 (*) The ability to zoom out on the tech tree via scroll wheel would be nice.

22 (****) An undo button on ship design

23 (**) Ability to prioritize planet tile upgrades. If I have researched stock markets, and then industrial sectors, the upgrades will finish faster if I upgrade to industrial sectors and THEN stock markets. But right now, either I have to re-arrange every planet's build queue, or research them in the order I want built.

24 (**) Here is an easy one that I think people would love: IF your espionage level is high enough then during the Galactic council meeting that races vote is displayed BEFORE you vote.

25 (*) There should be a chance that if the human player's espionage is high enough they get a heads up that that race is preparing for war against them, or another race.

26 (*) A slider in the galaxy settings to adjust the number of planetary special tiles

27 (***) Starbase summary screen along the lines of the colony summary screen showing name, location, main function and whether they can be upgraded in new weapons or a new module for their primary function (2 seperate items, I'd want to know if the upgrade is for just weapons/defence OR a module relating to inf/econ/ship assist depending on the base)


28 (*) When upgrading a starbase, have weapons/defence and modules on seperate tabs or have some kind of filter.

29 (*)I don't think you get the tech details screen when you trade for a tech, you should.

30 (*) The colony manager screen should show you if a planet has open tiles.

31 (***) Please fix the ship hardpoints.

32 (*) I think that rather than 4 sliders - one for "overall output", and three for Military/Social/Research balance, a simpler system of 3 sliders would be better in every way. 0% to 100% output for each area, and forget the "overall output" slider.

33 (**) Context-sensitive 'view battle' option. Right now I keep having to turn 'view fleet battles only if both sides are fleets' on and off, because for taking on precursor ships or fortified starbases I want to watch and see how my ships are actually stacking up. But when I'm taking out freighters, transports, that sort of thing it's a total waste of time. What I'd like to see is a 'View Battles if Close' option, that would have you watch fights where both sides(or just yours) are liable to lose ships.

34 (**) Less predictable "who fires first" option in the game menue. As is, attacker fires first 100% of the time. What I think would spice things up is to change that to 66% of the time, plus or minus 8% for every point of speed advantage that either the attacker or defender has. This would make getting the jump on lumbering lucky rangers easy, but for that lucky ranger to sneak up on a squad of fighters almost impossible.

35 (****) The ability to set a new home planet for a freighter. Basicly, I'd like to be able to build Freighters at my man capital instead of my eco capital, as it usually takes ages to build ships in the eco capital

36 (***) The ability to reopen the GNN News after you close it.

37 (*) On the foreign policy screen it would be GREAT if I could just click a button to automatically get the max amount of money the AI player will give me for what I'm offering. That way I could sell them a tech and not have to fiddle around with the money bar to get the max BCs out of them.

38 (***) Please explain all underlying game mechanics. Manual is unclear or wrong about almost all of them. In particular the combat, influence, stat bonus, and tech progression elements of the game are at least wildly inaccurate.

39 (*) In the foreign deplomacy window under "treaties" have the ability to click on the empire icons and select them as the current empire. Just an ease-of-use thing.

40 (*) Some mini-map zoom modes do not show the complete 'ownership' when playing at 1024x resolution.

41 (***) Map scrolling speed when the map is scrolled out is too slow.

42 (****) Some way to show what planetary specials are affecting a planet! If I have a +60% to starship production on a planet, that's something I need to know, and it's something I'm going to forget the next time I load a game. . .

43 (***) I wish that when I selected a ship out of the ship viewer, it didn't then snap back to the top of the menu. I am looking for constructors, there they are, I click one and launch it from orbit, and now I have to scroll down again for each one. In bigger games, and I probably use too many starbases, its a real pain. This is just as anoying in the planets list.

44 (*) I'd like to see a numeric value for the scaling slider in the Ship Designer. Similar to some on the sliders in Options. It's tough to create like designs and match the scale by count the ticks.

45 (***) I would like to see anomalies respawn so that i can continue to find them and have use for research ships. all to often they run out way to early. and id like to be able to continue to discover them even if they only occasionally reappear. A slider on the galaxy settings screen to control this rate would be great.

46 (**) A slider to adjust the abundance of resources (the type mined by starbases) on the galaxy setup screen would also be good.

47 (***) When a ship build event occurs on the GNN it would be great if it also said (Starport now Full) if that was indeed the case

48 (*) Change autopilot navigation so that ships prefer to move diagonally (across the coner of a square) first. As it is now, they waste moves going around obstacles.

49 (**) Please: a view on the mini map or any map when on the planet screen. There is no way I can remember where each planet is when moving through them from GNN or whatver.

50 (***) The ability to 'de-emphasize' an area of spending on a planet (with the remaining 2 areas getting more spending) in addition to the current ability to 'concentrate' an area at the cost of the other 2. Being able to do either from the colony mgr screen would be helpful. - Not sure if this impact AI or not, but would sure be helpful....

51 (***) more of a bug fix, but when you have the ship list up (on the left side of the screen), it disables all left-edge scrolling. The engine should still react if you hit the mouse against the left edge of the screen regardless of what windows you have open.

52 (**) Rings and moon indications -- what they do for production on the planet (if they do anything; I only have the outdated manual as a guess) should be listed somewhere on the planet

53 (***) Upgrade ships with planetary production rather than buying the upgrade -- a la MOO2.

54 (***) How come the "Overall" score has no relation to any other score in the game. I find that there are many times where I have already eliminated a major race from the game, beating them soundly in every category, but their "Overall" score beats mine by 3x or more!?!

55 (****) The End Turn button needs to go somewhere else. I've clicked on it about 5-8 times trying to navigate the map.

56 (***) I would like a GNN entry when a planet that was building a wonder or trade good can no longer build that project due to a rival completing it.

57 (*) Tell us how much bc each Social improvement costs, like you do with military.

58 (**) Fix the forums, its a nightmare to do anything in here. (Specifically: The back button on my browser requires double-clicking... most times. "Bonus rating" floats about the page at random. etc.")

59 (***) When moving projects around on a long social build queue (longer than can be displayed at once) the list re-focuses on the top-most item. This is extremely frustrating if the project was on the BOTTOM of that list and is now completely out of view. Please change the control to re-focus on the selected project instead.

60 (*) Allow us to play with 10 races in the game as there are 10 races in the game! 10 races + our 1 custom race!

61 (***) I like the possibility to add a custom portrait for your race. But in game you only see your logo everywhere - i would like to see the portrait for example in Civilization Manager - Stats & Graphs! There is the Name of the Leader with the Logo on the left. If you could display the portrait there instead of the logo - i would be happy


62 (***) Please remove the little “lighting flare” to the upper area of the mini-map. I assume it’s there to give “depth” to the interface, but it’s obscuring my ability to see information under it – ship range in particular.

63 (**) PROBLEM: Ambiguous starbase icons in 3D tactical view, unable to tell what resource type it is. (have to zoom in a lot to see, which is troublesome). Add the resource type to the starbase name.

64 (***) When you double click on a social project and it automatically goes to the next tile, it should *NEVER* go to a "soil enhancement" tile unless that's the only thing left for the planet to build.

65 (*) If a minor race claims a resource, it won't show up as an option for me to trade for it on the trade screen. Minor races shouldn't claim resources (or they should be willing to trade them if they get them). Apparently, minor races don't offer to trade ships. -- Note: In my last game, nearly 50% of the resources were claimed by minor races! With no other options available to them (e.g. colonizing) resource aquisition was their only priority.

66 (**) Please increase the maximum allowable sensor range from 15pc to 30pc. Or heck, even documenting that there is a maximum sensor range, and indicating it in the build screen, would be handy.

67 (**) Sort the GNN list in some way. Mostly, I just want big, important things up top (such as building a technological capitol) rather than sifting through the dozens of small factories and what not opening on dozens of worlds)

68 (***) Apply excess social to the next item in the build queue.

69 (***) Apply excess military production to next ship desired.

70 (*) In the Ship Builder, it'd be great to have mock Engines, mock Weapons, and mock Modules available in the 'Extras' tab. They'd use the same models as their real couterparts, but be just for show.

71 (**) Starbase affects should not overlap in an addative way. That is, two economy starbases should not *both* add affects to a planet that is under the influence area of both; only the highest value should apply.

72 (***) An option in the galaxy generation screen to not start with the two free ships.

73 (*) Allow longer names for ships and starbases, like 50 characters; I like 'em as big as they are complex. I really hate not being able to give my starbases ridiculously unwieldy names.

74 (***) 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

75 (****) A "sentry until wakend by me" option for ships.

76 (***) 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?)

77 (***) Option to have a ship pause during a move if an enemy comes into view.

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Well... that was a bit much. And most were repreats of previous posters, of course. And some, no doubt, are implimented in the beta and I just haven't read about them yet.
Reply #808 Top
I've been playing Beta 3 for the last three days in a massive universe and it's fantastic, but a few things I think are lacking or could be improved; There is no interface for espionage on minor races. I'm playing with 9 AI players and about 9 Minor races. Who are they aligned with? I can make allies of them but I can't tell who they are at war with. They will plead for help but it's usually too late. Also, they tend to look alike. More variations in the pics for these please.
Another thing that would be nice: Those cool animated aliens you see during treaty sessions- why don't you have those actually talk when you make negotiations in some cool alien voice, instead of simply text on the screen. Doesn't seem like a hard thing to do but it would add much to the ambiance and interactivity of the game. Maybe some audio describing whats on the table when they call for a vote.
Reply #809 Top
This is for v1.1 beta4:

Under certain circumstances, the blue/yellow "production complete" boxes don't get displayed properly at the end of a turn. I also would like to see more color-coding among these icons. For example, "ship auto-launched" should be blue with a red border, and "ship not auto-lauched" should just be blue.

Economic starbase +social production bonuses do not appear to be properly figured into the "turns to completion" display in the social production queue. The production counts; it's just the "turns to complete" isn't correctly calculated.

When you have factories in the social production queue, the estimated "completion date" should take into account the new production those factories will generate.

I should be able to sort the colony governor screen by "date I acquired that planet". When an AI surrenders to me, it should be easy for me to find which planets they formerly owned, so I can go to the planet screen and update the production.

You really need to work on optimizing things more. I have a pretty nice PC, and a huge/gigantic game gets pretty slow late in the game. I also don't see why you're using so much memory.

The AI sometimes builds 2 starports on planets that culturally flip to me. This started happening in 1.1 beta 3A.

The "mind control center"'s ability of "instant AI defections" does not appear to work properly. This improvement has no noticable effect on the rate of AI defections.

You should still get "morality random events" after researching Xeno Ethics. The events should still occur and you get the bonus or penalty. Display a dialog informing the player of their alignment and the effect.

Another bug: The Torians and Drath were at war. I culture-flipped a Drath planet, while a Torian transport had that planet set as its auto-pilot destination. After I flipped the planet, the Torians invaded the former-Drath world. I successfully defended the invasion, but I was not at war with the Torians afterwards.

"Xeno Farming III" is no improvement over "Xeno Farming II". Change "Xeno Farming III" to provide 10 units of food instead of 8.

"Industrial Sector" is too expense. The cost should be only 500 instead of 800, and it should provide 20-30 production points instead of the 16 it provides now.

Here is my proposed lineup of social project benefits. I'm not certain this is 100% correct, but the basic idea is that higher ranking buildings should provide more benefit per cost to build. Also, Industrial Sector was way too over-costed. I plan on submitting this as a mod, but here it is:

Project, prod cost, maint (bc), benefit

Soil Enhancement, 50

Habitat Improvement, 75

Terraforming, 100

===

Basic Farming, 50, 1, 4 mt

Xeno Farming, 100, 2, 6 mt

Intensive Farming, 150, 3, 8 mt

Advanced Farming, 200, 4, 10 mt *AND* +10% pop growth

===

Basic Factory, 50, 1, 5 mp

Factory, 75, 2, 10 mp

Enhanced Factory, 100, 3, 15 mp

Manufacturing Center, 150, 4, 30 mp

Industrial Sector, 200, 5, 50 mp

===

Basic Lab, 40, 1, 5 rp

Xeno Lab, 70, 2, 10 rp

Research Center, 100, 3, 15 rp

Research Academy, 150, 4, 30 rp

Invention Matrix, 200, 5, 50 rp

Discovery Sphere, 300, 6, 100 rp

Neutrality Learning Center, 200, 5, 125 rp

===

Economic Improvements appear to be properly balanced already.
Reply #810 Top
Please let double clicking on an entry in the GNN popup be the same as highlighting it and clicking "Goto."

Please extend the right click = launch feature from the Info Square onto the GNN display.

Please allow an option to deny previous user designs in new games (Or better yet, a screen where you can see all user designs and choose which ones will appear).


totally agree on those

and another one: please let planet production focus be set in the planet overview list
Reply #811 Top
Here is a "modding" glitch:

I edited "PlanetImprovements.xml" and placed it in
C:\Documents and Settings\Administrator\My Documents\My Games\GalCiv2\Mods\Data\PlanetImprovements

HOWEVER, instead of REPLACING the standard buildings, it now has *2 COPIES* of each building. I classify this as a bug.

Try it yourself and see. I'm using v1.1 BETA4.
Reply #812 Top
I’m currently playing the game with a race color of black. In graphs and other areas this makes my race un-viewable. Not so much a glitch, but bad choice on my part. This is an excellent game and I can find little else at fault. Thank you for creating a game of this type, when the industry has abandoned them.
Reply #813 Top
Just a small sorting issue to make life a tad easier.
On the planet building screen:
Whenever you upgrade something, like the factory for instance, the name of the building changes. This causes the sorted list of buildings to change. I find this very irritating. I would like it if the top four spots of the list could be held by Factory, Science, Banking and Entertainment improvements respectively. That’s probably a good order to sort them by sense that’s the most commonly built improvements. Maybe this should be optional as well if someone likes it the way it is.

Another thing I find irritating is when you have to scroll down the list to find something you already have built. Say you are going to build four new xeno factories.
Then every time you press build on one you have to scroll down the list again.
Very annoying. Of course, if the beforementioned change is implemented, then the whole sorting issue is solved sense most of the rest of the constructions are unique.


Rygel XVI - Dominar to over 600 billion (more or less) loyal subjects.
Reply #814 Top
a forward apologies if this has already been said before and i missed it:

keyboard arrow control for diplomacy trading screen, when we have the dialog pop up for bc/ip value entry. up/down arrows for increments of 10, and left/right arrows for zippy increments of 1s. heck, you already have those four directional arrows there in the box, they're just waiting to be keyboard-shortcutted...
Reply #815 Top
Imo, there should be a way to build the older planetary improvements after newer ones have been researched. I am often strapped for cash and can’t afford to spend so much on the latest xeno factory, xeno farm, stock market, etc, and I don’t like having to wait so many turns for them to be built, especially on newly colonized planets. An older structure is all that’s needed, a lot of the time.

Among the suggestions put forward in my recent thread about this was a ‘show all improvements’ tab on the buildings list, or having it so the older structures ‘pop up’ when the newest structure is right clicked.

Any chance of this making it in to a future patch?

And great game, btw.

~Fingers~
Reply #816 Top
I would like to add my support to these previous suggestions:

1 Upgrade ships with planetary production rather than buying the upgrade -- a la MOO2
(This is just so intuitive - I mean if your shipyard can build the whole ship, surely it can retrofit an old one!)

2 Please remove the little “lighting flare” to the upper area of the mini-map. I assume it’s there to give “depth” to the interface, but it’s obscuring my ability to see information under it – ship range in particular.
(YES YES YES!)

Please don't start the game with the production slider on 50% by default. It was 4 games before I figured out that I had been giving myself a massive handicap right throughout the whole game! (only matters for n00bs, man did I feel dumb!)

And finally, being an engineer and physics teacher, the fleet "attack first, shoot first" rule should only apply when the sensors in each fleet are equivalent. Otherwise the first attack should go to the fleet with the best sensors in it. As a 3D combat sphere's volume increases with the cube of its radius, one of the biggest challenges in space combat is finding the exact location of your enemy in the first place. Then everything afterwards is determined by weapon and defense technology. I read an interesting Sci Fi fiction that went into this with great detail - I think it was called "Singularity Sky".

I think doing it this way would be more fun because:

always giving the attacker an advantage is not accurate - a well prepared tactician can lay traps for them
People would need to consider putting in a ship into their fleets with good sensors just to get the first shot - often a battle deciding advantage. Similar to the US sensor planes that fly above Iraq. At the very least it would make people consider whacking a few more sensors onto one of their massive capital ships so that they are not ambused by a horde of fighters! Everybody loves Admiral Ackbars ship
It is just more realistic - in war, information or lack thereof is everything, not who runs forward screaming first!

PS I got the game just because Draginol said he was an engineer, so I knew it would be up my alley!



Reply #817 Top
Two suggestions:

1) When upgrading a facility on a planet, the facility should still function if it is not currently being upgraded (first in the queue). I ran into a problem where I had researched a better factory and the computer decided to upgrade all of my factories at once. This would have been okay, but they were queued up behind some terraforming! It took me a while to realize why the planet wasn't producing anything and how to fix it.

2) Does the save game need to gray everything out? I tend to have autosave set to save after every turn (bad video driver issues). I will be looking at the screen when suddenly everything goes gray because of the autosave. I know things are temporarily disable while saving, but if it didn't gray everything out, I probably wouldn't have noticed.

Other than that, a very evil game that sucks away way to many hours
Reply #818 Top
Currenlty having problems giving ships to minor factions to fight proxy wars. I dont knwo if this is a hardware, me end problem or programming. Programs fails with a "could not generate 3dx object".

The other thing sowuld be greater range for auto explore/surrvey for gigantic maps. Auto pilot seems to quit when too far from unexplored areas
Reply #819 Top
And finally, being an engineer and physics teacher


I have to ask then -- did the research blurb about ECM give you an uncontrollable tic? You know the one, something along the lines of "ECM's old technology, sure, but this is the first time we've tried to jam something when the velocities were greater than light spead (relative, of course)"

I could never figure out if this was physics ignorance, or just a really, really bad "relativity" joke.

Either way, it hurt my brain.
Reply #820 Top
Launch all button to get ships out of orbit quicker

Have a separate tab on the planet labeld "old techs" so that you can buld basic factories and get newly acquired
planets up and running more quickly

Remove the thing that strips functional components during upgrades. Its useless
Reply #821 Top
for the love of god, remove the thing that makes the galactic map auto- jump to idle ships. It irritates the crap out of me
Reply #822 Top
I hope I'm not repeating something already said, or asking for something that is very complex. But if there is anyway to make it possible to change victory conditions in game, that would be great. Its a real drag when a game is becoming very interesting and enjoyable, and then either you win when you don't want to, or one of the AI's achieves a victory. Also I am embroiled in a great game currently, but I switched off the "diplomatic" victory condition, not realizing that this meant that I couldn't make alliances, period. I really would like to make alliances, anyways thanks for your time.
Reply #823 Top
Disclaimer: most of these have been posted before - but I want to add my humble few and emphasize the ones that resonate with me:

A) Center on things when you ask me about them! Various dialogs, such as picking the upgrade to a starbase, fails to center on the underlying starbase before querying which module to upgrade. This makes it well-nigh impossible to choose, since the choice depends upon the location (I need defense stuff for border locations, but don't wish to waste it on inner ones).

B) Either scroll the zoomed mini-map in synch with the main map, or auto-unzoom it when I hit end-turn. Its useless when zoomed in on someplace I was a while ago.

C) Add a key to upgrade a ship - even if its in a stack, so I can highlight it and press "U" or "Shift-U" or something, without having to move it to its own square.

D) Just like C, but for building a starbase (let me do so even when mulitiple constructors are in that square, via hotkey or menu)

E) Don't move my focus to a decomissioned trade route mini-ship! This is utterly useless, and loses the focus from the ship that I was about to use to create a new (replacement) trade route.

F) (suggested by others) - Give me a way to create a library of cool ship designs - that look cool, but where I can add the weapons & other real items to it later.

G) Give me a way to view obsolete designs (so that I can create a new ship based on one that was previously made obsolete).

H) Arrow keys should control map focus, NOT ship movement

I) Arrow keys or some other pair (such as [ ] or Tab Shift-Tab) to move between planets in the planet management screen.

J) Make the +/- for money and influence work more like an accellerator, rather than always incrementing by 1 or -1, as it can be very frustrating trying to select 255, where the slightest movement of the slider jump from 0 to 1138, due to the large amount of either money or influence available (a simpler implementation is to have a +/- 1 button, and a +/1 10 button, +/- 100 button, etc.

K) I definitely would LOVE to see the movement radius highlight so that I can judge if two ships can make it someplace this round.

L) Some way to see the starbase influence radius better (give me control over the alpha setting so that I can make it darker / brighter)... right now it is too ghostly to see against all backgrounds - I have to zoom in and out and scroll around to try to determine it (although keeping the grid on all of the time makes it so i can count it out, that's error-prone and tedius). Or give me a solid white ring at the outter edge - something...
Reply #824 Top
Make AI better at weapon placemnt for new beta shipbuilder. (42 disruptors on one wing on a drathi dreadnaught)

Make AI better at planetary tile placement. (two orbital fleet manager and 2 starports what the?&*^?)

Fix out of whack crooked wings in ship designer (wings and certain parts are a little off to the side)

Reply #825 Top
I only have one request..... There needs to be an easier way to upgrag existing ships. Expecially when already in a fleet. I have to actuall bring all ships out into dead space and disband them and then unstack them just to do an upgrade. In a large game with many ships this process can take way too long. I played the latest update v1.1b4 and the ship management things is nice.... but still no upgrade ship button. Please ad it.. Thanks!