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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.

 

378,031 views 894 replies
Reply #851 Top
I recently found the civilization managers Colonies tab which is really great. Even greater would be if I could assign Waypoints for planets in that menu. Thanks
Reply #852 Top
i would dig on a hot key that would scroll through ships with movement points remaining.

and more complicated, but dunno how so,
i would really Like to be able to "Hide" fleets in uninhabited star systems for some surpise attack action.
Reply #853 Top

1. Ship/fleet that is active should flash/blink on the screen as long as it has moves left.


2. Where is the old (GalCiv I) button for "automatic ship launch when built" button?


3. Double clicking the ship/enhancement announcement takes you to the appropriate screen.


4.  Highlight Resources option on mini-map, like anomalies.


5. "Automatic upgrade" option in shipbuilding, so that when you research Mark IV Laser, it automatically replaces all the Mark IIIs in the ships being built. The ship's name could automatically change to keep track (Battleship xii becomes Battleship xiii.


6.Destroy/bombard planet option (ala MOO II), without the necessity of having troops present.


 


 

Reply #854 Top
one more - when a ship/fleet is active and you are moving the mouse to direct the ship's future movement the number of turns it will take will show up "live" as well as at the destination marker..
Reply #855 Top
A couple of suggestions:

First, I would like to see the galactic map in the bottom of the planet screen. There is a lot of blackness there and I really think this would be a 30 second fix. Just a matter of putting an extra panel in the window and calling the same map that is used in the glaaxy screen.

Second, I think you should start this thread again after collating all the suggestions. Every suggestion that has been seconded by someone should get a mark (like a + symbol) for every seconder. E.G if someone suggests "Make the mini map centre on the main screen's centre" and then three more people have responded saying that is a great idea it should get three + symbols after it.

Creating SuggestionThread 2.0 has two major benefits: you could let the suggesters know what amount of work these things do actually entail. Some things that sound really simple can be very complex to implement, and it would be great to know that up front; and people would be able to read the previous suggestions quickly. At the moment this thread has become too large to read through everything.

Nemir
Reply #856 Top
1) List of colonies does not sort properly, I frequently sort by military or social production levels to decide what planet(s) to build certain structures or ships on and this is a hassle with the poor sorting.

2) Ability to select multiple planets at a time to assign them to produce the same ship from the colony list. Of course, the "turns to build" and "cost to buy remaining production" would either have to be blanked or summarized/averaged.

3) Ability to assign all colonies with starports to build the same ship, or a "select all" followed by 2 above.

4) Ability to, when doing 2 or 3 above, either replace the current queue with the selected ship, add it to the end of the queue, add it right after the current ship, or insert it before the current ship.

5) Ability to set a sequence to build over and over, for example if I have a ship called "Constructor 11pc" (for constructor that moves 11 parsecs per turn), another called "Med Base" (a base medium ship with lots of engines to move it where I want it then upgrade to an armed warship) and a third called "Trans 11pc3k" (transport that moves 11 parsecs and carries 3k troops), and I want to build one of each, then another of each, and so on.

6) Modify the FIND and TURN buttons to not be so close to/hang over the minimap, so that if I need to get to a star/planet very close to the edge I won't click them accidentally.

7) Less clumsy way to manage waypoints, including a "forwarding address", i.e. any ship that arrives at Waypoint X will now be assigned to move to Waypoint Y.
Reply #857 Top
AI Improvements

It's just as well that I'm going because I've already thought of some new things for the AI that I think could make a difference in how it plays. And the engine team got my new option in -- "Allow AI to use extra CPU time" that people who are willing to wait (or have really powerful CPUs) can set the AI to use algorithms that are more time intensive.

I would be in favor for giving the AI more CPU time if it meant it would play smarter! Although I think there are improvement that can be made that would not require extra resources.
(1) In v1.1 the AI places more value on speed which is good but it also needs to place more value on sensors. The player who builds "Eyes of the Universe" has a large advantage over the others!
(2) Choosing alignment "Neutral" and building "Neutrality Learning Centers" allows you to greatly accelerate your research! On difficulty level Tough I easily out research the AIs even without NLCs because the AI does not allocate enough spending to research.

For example, one of the most intensive things that the AI does is design ships. Part of that reason has to do with the actual graphical assemblage which I don't fully understand what's involved on that part. But I only allow the AI to design ships once per year right now. If I tweaked it to even 3 times a year I think you'd notice a significant difference, especially early on when human players have better ships because in 2226 the human player has gotten plasma weapons and the AI is still running around with laser 1 or something when it has actually researched Plasma weapons as well.

How about having it redesign ships on turns where it gains some new tech which impacts the quality of its' ships? Human players import ship designs from past games and then research the techs needed to build those ships. Could the AI not be provided with smart ship designs at the start of the game? When you consider the combinations of weapons and defenses the list could grow very long. Although I build ships unique to each game (usually changing things like ship range), these days I find myself always researching Beam weapons and ignoring defenses (defenses are not needed if your fast fleets strike first and hard and then level up). In the pre-1.0 Beta I focused on Mass Drivers because they then were more effective when you consider size/cost/strength (e.g., Nanno Rippers) and armor was less effective.

Thanks for listening to your customers!
Reply #858 Top
Some ideas

1) Governer's auto upgrade of tiles - Right now once you complete researching say soil enrichment, all colonies will start upgrading them, even for brand new colonies with tons of space. It almost never makes sense to upgrade these tiles to usable status unless you have no other tiles left to develop.

E.g You have 2 tiles left, 1 is usable , 1 is in yellow (you need soil enrichment). It always makes more sense to develop the 1 tile with factory or research lab or whatever first, THEN do soil enrichment. If you have a brand new colony with say 10 tiles undeveloped, it's even dumber.

Currently, there is almost no sense in turning this option on since it auto inserts it into the queue once you finish researching it.

2) Governor's upgrade of planetry improvements. Right now, the same thing happens to improvements to buildings. The problem is you have zero reason to upgrade farms until your population hits your food production levels. I mean there is no point in all your colonies inserting xeno farms, before your population hits or is near 5 billion. It becomes even worse when you start researching more advanced farms, where only a very few colonies will benefit from.

Perhaps there should be a special switch for upgrades of farms seperate from other improvements.

Right now, i also spend a lot of time, using the colony manager to look for colonies with populations at 5 billion,10 billion, etc to spot colonies that have stopped growing, it would be nice if the game informs you of this and gives you the option to build a farm, or the governer auto-inserts farms into the queue.







Reply #859 Top
I think that something needs to be done to keep the game from crashing every time I play it. Fix that little quirk, and then I will have everything I ever wanted or expected. To answer questions regarding what you should be fixing it for: I have a pentium 4- 3 gb processor , 1 gb FSB, 2 MB cache, dual SATA RAID harddrives, 2 gb ram, and a 256 mb 16 pipeline ddr3 video card from ATI. Yes- all my drivers are up to date- up to the very latest. Yes, I have checked my video card options to overide applications options, so that it doesn't overheat or something. I am running the game 1024*768. I have all the latest patches. I am doing EVERYTHING that has been suggested online, and I have NEVER had problems like this with a game EVER. You want a suggestion--- FIX this buggy shitty little job of programming that you call a game, please. There are according to your figures, about 2.5 percent of us with these problems. That means hundreds, probably thousands of currently dissatisfied customers who cant play for more than 15 minutes without a crash. It has happened so often that even microsoft is well aware of your problems through error reporting-- no kidding. Thankyou.
Reply #860 Top
I want a new map size between large and medium, lets call it big. The difference just seems to much. If anyone has posted this before, I apologize, I just don't want to go through the many outdated posts.
Reply #861 Top
I'd love the ability to not lose troop transports, as well as if I choose to not upgrade all at one point, but then decide to the next turn, I dont have to do it ship-by-ship, but can choose to upgrade all.
Reply #862 Top
I would like to see slider bars to set my spending on the colony screen, rather than the focus buttons. or even better BOTH I like flexibilty.
Reply #863 Top
Thanks for the opportunity to suggest some changes!!

1) Could we get some simple SAUCER hull shapes added so we can make so better Trek ships or Classic UFOs?

2) Could we get some tear-drop shapes so we can do some Klingon or Bird of Prey designs?

3) I love the Warp Engine design but could we get some similar designs including some Square (Exterprise D) Naccells?

4) Some of the weapons are just too clumsey looking when trying to design a "sleek" design. Could we get an option of having a dimple or something innoccuous that will no spoil a design?

5) As tech increases, the size lowers a little but the present system does not allow us to add just 1-2 points on Warp Speed or a Small battery of Point Defenses batteries. Can we get some tech that would we for MINOR upgrades and have stuff we can buy for 1-2 points. PLEASE!

6) Can we not have Starbases marked with the Race Symbol so we know who is WHO? Some ability to mark Star Bases so we can better gage their upgrade condition would be great. A small mouse-over comment perhaps?

7) Can we not have the ability to add some simple markers to our maps like a Blue Circle around our Homeworld or a Red Square around important Starbases that we want to Upgrade or some red stars that mark a territorial boundry?

8) Can you not give alien ships either unique names or else identify them with a short symbol/Abeviation that indicates Race?

9) Can you allow us to change names from the Star base management screen?

10) Please put the NAME of the design in the STAR PORT Screen.

11) When in the STAR PORT screen. please put the NAME of the ship you are launching so you don't have to guesss from the itsey-bitsey icon.

12) Please allow a setting to Auto-launch ships. Some ships (Constructors, colony, transports..) should auto-launch.

13) Can you let us turn off the prompt that asks for % of colonists or troopers in Colony Ships and Transports? I always load the max and the extra clicks are very annoying.

14) One Future Tech should be the ability to upgrade your Star port. This upgrade could be the ability to add defense/offense to the planet.

15) Allow us to add smaller weapons that have DIFFERENT SFX. Our main beams could be standard but we could also add some minor armament that it a different color and much shorter in duration. This would add more realism when trying to spice up a battle scene with Main Phasors and Lesser beam weapons (Star Fleet Battles - Mark 1 and Mark 3 Phasors or Disruptors)

16) Gives us a future tech that allows us to add TWO or THREE engines to a design without paying all our points. Have low cost engines avail to hep us customize a design.

17) Move the Mini-Map away from the TURN Button!!!!

18) Auto center on a ship/fleet/planet so we don't always have to resize to see where we are.

19) Put some simple coordinate markers on the map edges so we can see what "sector" or "Quadrant" we are in.

20) Add some extremely basic hull designs as a race hull option for those of us that want to customize ships w/o having to cover up the basic hull.

21) Add ability to change music. After awhile the existing music drives me up the wall.

22) I like to add details about how a ship is equipped. Please allow us to change theShips Notes before we go to the Save screen and that info becomes unavailable.

23) When a Trade good or Achievement is announced.... PLEASE give us the specifics of what it does for us. This is much more important than the existing "announcement" blurb.

24) Have Anomolies continue to spawn throughout the game so our Survey Ships don't become obsolete.

Reply #864 Top
This has likely been mentioned somewhere as I've not had time to read the huge amount of ideas, but here goes.

1) Give the option to break an alliance with a minor race. Once you ally you are stuck unless you can buy off someone else to attack them and hope that the minor race actually asks you for help with the war.

2) Give the ability to ask your allies to inflict sanctions on a race at war. Like a universial trade embargo.

3) Give the ability to enter into a research treaty with an ally that would pool your resources into researching techs together.

Reply #865 Top
1) Command and Control Ships -

It would be awesome if you could create a special class of ships that lead your Fleets. I design a Command Cruiser (Ala Star Trek) but there is little I can do to make it "special". Can we allow Sensors to have some affect in battles? Perhaps allowing a ship equipped with Sensors to help the fleet/itself in some manner - perhaps Allowing it to fire 1st or giving it the ability to provide some minor defense for the entire Fleet. This idea would also be awesome for Escort Class ships.

Another option would be some Command/Control function that we could buy that influences who fires 1st.

2) Carrier Ships and Fighters -

Doubt that this change would be simple but it woudl be awesome to create Carriers and have them equipped with Fighters.

3) Long Range vs Short Range Attacks

Being able to buy Long Range attacks that would allow you to fire when small ships were out of Range would be awesome. This could be countered by having tech that allowed for short range but very powerful weapons. ie: Maulers

4) Plasma Torpedos

I really miss Plasma Torps! These slow moving babies have always been my favorite. I would also like a weapon class or tech that allowed a weapon to do Aera of Effect damage to an entire fleet.

5) Cloaking

I would LOVE to have the ability to Cloak! This option could have the same cost as Survey Vessel but allow you to scout w/o being attacked (or decreased chance) as well as giving you the ability to fire 1st when de-cloaking. Star Bases could buy teh ability to detect Cloaked Ships or Sensors could give you ability to detect them.

6) Jump Gates

Why are there no longer any Jump Gates? We should be able to build a limited number of new Jump Gates at some point in the game that would allow instant travel between 2 locations.

7) Terraformer Ship

This mammoth ship could upgrade even a Class 0 Planet into something livable. This would allow us to establisth colonies in a critical sector of space that was previously uninhabital.

8) Constructor Ships

Could we click on a Constructor Ship and see what area a Base built at that location would cover?

9) Star Base Blockade

It would be very nice if you could have a Star Base interdict Foreign Sparecraft travel in its area of influence. It simply makes no sense not to deny access to critical areas to every potential enemy Scout and Colony ship.

9) All Attacks look the same

Most Alien ships in fiction/TV/movies have different SFX than their neighbors. Could you add an option that would give some customization to our attacks? Color or special Sound effect even?

10) Mines

The ability to lay mines (and to sweep them) would be marvelous and add a new way of protecting a territory.


Reply #866 Top
Please sort the tech by type and tech level.... searching thru the many techs and comparing Size, damage and cost is a pain.
Reply #867 Top
Please forgive if this is a duplicate... my original post seems to have been destroyed by an Iconian Saboteur....

1) Please allow renaming on the Ship Detail Screen. In fact on most of the detail screens, you should be able to rename.

2) When asked if you want to upgrade a Star Base, the freaking window covers up the Star Base and what zione it influences!!! How can we make choices as to what to upgrade if we are guessing?? Please show us a mini-map of what the SB is near.

3) Please give troop numbers on board when you look at a Troop Transport or a Colony Ship. I tried and tried to find this info.

4) Allow the troops on board a ship to be offloaded before a ship is decommisioned.

5) Allow a Colony Ship to add colonists to an existing Colony. This would allow you to beef up a border world and also solve #4.

6) When someone goes to war with you, have some type of announcement and their reason. I just had someone who I was sure I had terrific relations with, attack me without reason. I don't know if this is a bug or what. Even if there is a good reason, a nasty communication would be neat.
Reply #868 Top
A quick tweak:

I often use the F1 and F2 hotkeys for ship and planet management. Make these toggle keys: If I'm looking at the planet list, I can dismiss it by hitting F2 again.

Thank You!
Reply #869 Top


Find/search utility for projects. I have some planet building a Spin Control center and I can't remember which one -- it was at 4:00 in the morning, and things get fuzzy at that time of day.
Reply #870 Top
IWhen you have researched a new Tech that upgrades an existing tech, I'd like some way of putting in a NEW BUILD before the Upgrades. Sometimes the Upgrades can take a year or more on my most productive planets. I may need to use those Productive Planets to instead quickly build a TRADE GOOD to beat the competition.

I also have alot of planets that join my side either thru Influence or Invasion that have their Build Ques already full of STUPID orders. No Factories for instance and orders that will take 354 weeks before a resonable order can be inserted. PLEASE have the darn AI stop building Multiple Star Ports and Colonies with expensive build ques but no factories.

Whenever I do a turn and get the screen that shows what tasks have been completed AND a notice that says a colony has defected to join my side, the 1st colony I look at is always screwd up. I click on a square and the squares all change (to the defecting colonies layout I believe) and I must go back to the menu and repeat.
Reply #871 Top
I hope I don't look like an idiot and this turns out to be done already, but shortcut keys for doing things in the shipyard.

"R" - Remove a Piece
"Arrow" to move left and right through the pieces according to the top scroll.
"Ctrl-S" - Save Ship
That kind of stuff,

Section in the shiplist to see possible ships that you need to research additional techs to get.
And I'd have to say quick launch all ship is one of the best I heard so far
Reply #872 Top
1) Unused Military production should carry over to Social Production in same way as it already works in other direction (for 1.1).

2) Doubled growth from 100% approval should be removed
Makes game too easy to me and adds too much micromanagement (by forcing every turn all cities to 100% to get that doubled growth which will increase income in loger run). Why extra 1% loyal people would give doubled growth? Isn't more then doubled growth compared to 50% approval city good enough reward?

3) Finishing missing tooltips in colony screen could be good idea. Now only some of them are availeble (miltary prod, influence, approval)
Reply #873 Top
1) Unused Military production should carry over to Social Production in same way as it already works in other direction (for 1.1).

2) Doubled growth from 100% approval should be removed
Makes game too easy to me and adds too much micromanagement (by forcing every turn all cities to 100% to get that doubled growth which will increase income in loger run). Why extra 1% loyal people would give doubled growth? Isn't more then doubled growth compared to 50% approval city good enough reward?

3) Finishing missing tooltips in colony screen could be good idea. Now only some of them are availeble (miltary prod, influence, approval)
Reply #874 Top
Add some very basic SAUCER Hulls so we can make some Classic UFO ships.

Make some Engines and Weapons/Defenses that only take 1 space.

Put the available tech in TYPE then TECH LEVEL order.
Reply #875 Top
Here are my votes (some of these have already been mentioned):

-- Make the minimap scrollable and more in sync with the main map; it's annoying to do a zoom in/zoom out to recenter the minimap

-- Allow some means of seeing where a planet is located on the map when in the full planet view (e.g., something like the old Tactical view)

-- When (non-fleet) ships are stacked, let me be able to do something with them w/out having to move them apart (e.g., when two or more constructors end up on the same location, I'd like to be able to build a starbase w/out having to move them apart)

Great game, btw. Check out my review of it at Amazon.com. ..bruce..