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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.

 

378,131 views 894 replies
Reply #876 Top
Not sure if this would be a simple tweak or not, but to be able to zoom out on the tech treee would be very helpful. The extra small viewable area is a bit of a pain at times when deciding what to research next. To zoom out like in the game screen or the shipyard screen would be very helpful.
Reply #877 Top
If you are asking for suggestions, I have one.

It would be nice to redo the planetary build screen to seperate the different types of buildings. For example: have a farms tab, a lab tab, a production tab, a morale tab, a trade good tab, and a super project tab. You could set it up like the Explorer in windows, by having them set up similar to how they are with the most advanced building available showing and a plus sign next to it if you want to expand it and pick a lower building (Because it would be faster to build.) It would be like this:

(-)Farming - Advanced Farming (BC 150)
Farming - Intensive Farming (BC 120)
Farming - Xeno Farming (BC 100)
Farming - Basic Farming (BC 50)
(+)Factory - Industrial Sector (BC 400)
(+)Laboratory - Neutrality Learning Center (BC 300)
(+)Morale - Multimedia Center (BC 100)
(+)Trade Good - Ultra Spices (BC 500)
(+)Super Project - Hyperion Shipyard (BC 1000)

If you want to build the most advanced building, you can do it the way it is currently done. If you want a less advanced building on the planet (such as Xeno Factory instead of Industrial Sector) then you hit the (+) sign and pick the option that you want under that section.

This way the screen would not be cluttered, but you would still have the flexibility to build what you want on the planets. (Especially important once you research Industrial Sector, since now you have to make sure that all of your planets are sufficiently productive before you can even consider researching that tech.)
Reply #878 Top
Let us put in normal Builds AHEAD of Upgrades that are AUTOMATICALLY built. I am really tired of having 3 years of UNINTERRUPTABLE UPGRADES that I must sit thru before I can do a CRITICAL new build.

Reply #879 Top
I won't presume to know what is and isn't simple and easy to be done , so I'll just make my suggestion and let the powers that be decide. My issue is with the combat viewer. I find it a tad bit...repetitive...to have to fumble through moving the free camera around in order to re-align it to my preferred angle at every battle. This means I have to pause the replay and correct the viewpoint so that I'm not staring off into space (punny, haha).

If it could be made to stay put relative to the location of the battle, the camera would definately hear far less harsh language directed at it in the future...which I'm sure will only improve our relations.
Reply #880 Top
An option to set the CPU affinity to a single CPU on startup will be fantastic, possibly via a command line switch; sadly I have the Dual Core AMD problem and I have to resort to setting the affinity manually everytime.

Secondly, is it possible to have the game use a second screen (eg 2560x1024 resolution)? It will be absolutely awesome if I could use my second monitor for the galactic map while I go from colony to colony fixing things up (and the galactic map updates its position accordingly). The immersion factor will jump way up if me (the galactic emperor wannabe) is surrounded by all sorts of charts and info with my multiple monitor.

Reply #881 Top
I mentioned the following idea before in an independent post (with no comments), and after having played several additional games since that post, I still think it is a great idea that would save lots of time and keystrokes.

Summary: I would like to have an option to have a rally point created automatically on the square occupied by a starbase when that starbase is renamed. A checkbox in the starbase renaming screen that names the rally point the same as the starbase would be a perfect solution for me.

Here's my original post: Link

Thanks,
Uru
Reply #882 Top
Hey Stardock folks: Please also check out all the bugs and feature requests at:

https://www.galciv.wikia.com/wiki/Bugs_and_Requested_Features

This is a great wiki, BTW, Kudos to whoever put it together.

(For those of us who can't deal with the white text on black background here)
Reply #883 Top
When there are ship combat scenes over a planet, I think the planet should look like a real planet with oceans and land visible, not some indiscernable mass of spinach green.
Also I think the rally system needs to be overhauled because it is very difficult to manage fleets on a large or huge map. When you click on a rally point on the rally point screen, the rally point should light up on the map to remind you where it is.
Also I think you should be able to dock ships on a starbase tile.

Otherwise, great game. I'll add more comments as I play it more.
Reply #884 Top
How about being able to ask(demand!) that the AI remove a starbase or fleet from your territory or face the consequences? Also would it be possible to ask them to surrender or face annihilation!
Reply #885 Top
Let us put in normal Builds AHEAD of Upgrades that are AUTOMATICALLY built. I am really tired of having 3 years of UNINTERRUPTABLE UPGRADES that I must sit thru before I can do a CRITICAL new build.


This can already be done by selecting the build you want and re-prioritizing it with the arrow keys above the build queue.
Reply #886 Top
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.


I never use the F1 and F2 hotkeys for ship and planet management, because they are not toggle keys. This is a very good idea. F11 also would become useful if it were a toggle.
Reply #887 Top
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.


I know you're working on espionage for the next one. Hope you do this because it's almost as easy as an IF-THEN statement and it would be so cool without really unbalancing anything (U.P. is just for fun anyway).
Reply #888 Top
A terraforming starship module sounds awsome. It can upgrade any planet by 1, but it costs more for the initial terraforming event, drops, and then increases exponentially as the planet quality increases.

(#877) The tabbed build menu would be great (with lower techs),. Using tidal disruptors late in the game has you waiting a few hundred turns for an industrial sector to be built, it'd be nice if you could choose a more basic factory first.

OR - rename the land structures so they look similar. I.e. Farm - Basic, Farm - Xeno, Farm - Advanced etc... I hate when the name changes and I can't easily find the trype I'm looking for.

spending sliders - One for research (0-100%), one for production (0-100%), and a slider that switches between military and social %. I hate how the current sytem doesn't let you say full research and full production without messing with the individual bars.

population full - Please warn the player when a planets population is maxed out!

Thanks, I'm sure all of these have already been mentioned, but I wanted my voice heard too
Reply #889 Top
More original names for weapons and shields would be an excellent idea in my opinion. Laser could be called Deathray and Laser 2 could be Doomstream. Or any name other than what the weapon actually is.
Reply #890 Top
I'd like to see something like a hanger module or something that can go onto a large or huge hulled ship.

This should bring up the speed of any fighters travelling with it as a fleet and would allow for real warship complement fighters in a fleet that don't travel 2 or 3 turns per week.
Reply #891 Top
Here's one that could be "put in and tested in less than an hour" -- don't display ships that are all jewelry anywhere but the shipyard. You never want to build a ship with no functional components, they are only for upgrading. So leave the templates out of the build list.
Reply #892 Top
An option to not have to wait for ship move animation would be great.

As it is, with larger games it can take more than 10 minutes for a single turn because at a tenth of a second (estimate) per movement point, and 6000 movement points on the board that takes 10 minutes to work through.

Makes the game incredibly dull in the late game. Click, go off and do something else for 10 minutes, come back, repeat.
Reply #893 Top
Make construction modules heavier (say, 50) and let us put as many as we want on a ship.

Edit: The idea is that you could only put one on a Cargo but you could make better ones with big ships in the later parts of the game.
Reply #894 Top
Let the survey ship occasionally find a new galactic resource in an anomaly that everyone must rush to claim.