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 #376 Top
Perhaps simple, perhaps not (I never know)

For ship design it would be great to have some different hulls with only hard points and no attachments or texture. What I have in mind is a simple spherical hull, a cube, an ovoid, etc, etc. For instance a Cylon Raider would be fairly easy to design if there were a simple ovoid hull and many others would be easier if there were just blank shaped hulls and the parts to work with.

Also the ability to place and delete hardpoints would be neat.

I imagine the modders will be making the additional hulls available sooner or later and the manipulation of hardpoints might not be doable but as long as we are wishing......
Reply #377 Top
1) Stargates (aren't these part of the backstory?!) that provide a speed bonus between two linked Stargates. Tech tree could include basic pathed Stargates, self-sufficient Stargates (think preparing for war by plopping a Stargate strategically within enemy territory), reconfigurable Stargates (can move to any other Stargate with the speed bonus not just the linked Stargate), upgraded speed bonuses, sensor jamming/improved cloaking. These could be built and upgraded using construction modules exactly like Starbases.

2) Ringworlds. Late game tech allowing the construction of Ringworlds around Class 0 planets (or preferably just limit it to stars to cut down on excess management). A basic Ringworld could act like a Class 8 colony with upgraded tech expanding the available tiles. Upgrades could increase Class. Alternately a Ringworld could be a one time galactic superproject and would function like a Class 20 or better.

3) Expanded use for Construction modules. Instant ship upgrade using same the same BC formula as normal upgrade (construction vessel consumed in the process like building a Starbase). Further tech would reduce BC cost.
Factory modules fitted onto Large/Huge hulls used as mobile Tiny/Small vessel manufacturing platforms and to upgrade vessels in the field using Military Production instead of BC (see point 5).

4) The ability to construct 'fleet command' oriented military vessels. Module concepts inluce wide-aread defense and attack bonus modules, logistics modules, speed, range, etc. Fleet Command oriented modules could only be placed on command ships, perhaps designated by a Fleet Command module prerequisite and hull size limitations? This could also be used to hardcode a 'one Fleet Command ship per fleet' rule. Maybe work this concept into the initial civilization Flagship and only allow it to use Fleet Command modules.

Wide-area defense provide a flat +1 to +3 of a specific defense to each ship in a fleet (jamming fields, gravity wells, cloaking). Wide-area attack modules use the same concept as a defense module (linked targetting computers, missile homing beacons, naval tracer rounds, etc.) Logistics modules would provide the fleet with a logistics bonus (Assault AI, cybernetic communication, etc.). Speed, range, etc.

5 ) Hanger/Carrier modules. Sized to only be placeable on Large/Huge hulls and to carry Tiny/Small vessels respectively. Ideally this concept helps keep all the really cool Tiny/Small designs from being forced into obsolescence. This also opens the strategic option of say... creating fleets of long range carriers and then manufacturing fleets of Tiny/Small vessels specialized in particular weapons/defenses to be shuffled around as needed.

6) Influence ship module. These would essentially work like trading ships/lanes except would operate to increase civilization influence. Think ambassador ships and tourism liners.

7) The ability to choose a secondary palette for ship design extras. For example I choose a black and white primary palette from the New Game menu (the mechanic already in place). I then choose a green/black secondary palette and continue on setting up my new game. All hulls are available only in the primary palette, but I can choose to place extras and modules using my secondary palette. This would provide some ships with a bit more flair, but could be possibly be limited to 4 or so pieces so that players can't 'hide' their primary colors.

8) I know you said don't mention it but... tactical combat. :/ This is the only thing I miss from MoO2. I realize the entire ship design/combat system is designed around a strategical system... but my god do I find it boring to watch. Probably mod community fodder. I'd pay another $40 for a tactical add-on.

9) Maybe I'm missing something but I can't seem to figure out how to upgrade my ships with anything other than BC. This seems absurd... If I move my ships into orbit I should be able to upgrade them using military production without having to spend further BC.

10) What's with Stock Markets? They're an all around decent building but they should really be seperate from the purely +revenue buildings.

11) You really need to rework/clarify/streamline terms. You essentially use several terms for the same thing needlessly. *Culture = Influence. *Morale = Happiness. The economy system in particular is a bit of a complicated semantic mess. That is... the system works well and is easy, but the way it is explained/presented/tooltips isn't the best. This sort of thing only pointlessly complicates mechanics that are otherwise rather straightforward.

12) More 'multi-bonus' buildings. I think the Stock Market multiple bonus concept is great and should be explored more, just as seperate buildings that don't auto-replace your focused buildings. Industry/Farming (Replication Installation), Morale/Farming (Xeno Garden), Research/Morale (Xeno University), etc.

13) Even more focused Industry buildings. I wouldn't mind a mechanically balanced building/building line that purely outputs Military Production (or purely Social). Orbital Shipyard, Automated Manufacturer, etc.

14) Espionage options. Some more Planetary Invasion options based on Espionage level perhaps? Would provide advantage, a Soldiering penatly, etc. for a BC cost. Think propaganda and military intelligence. A counter-intelligence expense slider. BC devoted to reducing/halting Espionage directed towards them. Some way to influence galactic piracy maybe? Thinking along the lines of the Spanish Main concept, ie governments subsidizing piracy against other civilizations.

15) I should be able to dismantle/disboard troop ships once built to increase planetary population.

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

17) The quickbuild ship list shouldn't hold all your obsolete designs. Huge mess.

18) The starbase area of influence should be shown when the confirmation screen populates.

19) Population growth buildings. Cloning Centers. Multi-effect buildings; Planetary Medical Center (Population/Morale).

20) Be nice if the planetary invasion graphics reflected tech somehow. Soldiers gaining power armor, walkers, hovertanks, whatever.

21) That's it for now. You all have contributed and made the hands-down best 4x game I've ever played. I haven't stopped playing MoO2 since it's release. I'm not looking back. Toss out some mod tools and I'd be happy to tinker away until I add all that stuff myself. A HUGE thanks for your time and efforts.
Reply #378 Top
Oh Yeah, I have mentioned this a couple of times elsewhere but I will mention it again.

Put in a visual cue to tell when a starbase is full of available modules, (cue goes off when new modules are available).

I can rename a starbase when it is truely full, (Maxed Out Moral Mine) but it would be helpful to know when they are full at current tech level and when new stuff is available.
Reply #379 Top
Regarding Stargates:

I mentiopned this in a thread recently and a developer (not Brad) said that he had been lobbying for gates but there was a balancing issue.

It seems that the AI can be programed to build them but getting them build them in the right place and to use the gates properly is more difficult.

It would be an easy addition for a multi-player expansion, if they do one.
Reply #380 Top
I would like to see lighter text colors in the combat viewer the red and blue text are almost unreadable to me with that dark background... I have to get my friggen glasses out.... yes its simply a pain and not a big deal but you asked for simple tweaks.
Reply #381 Top
The "Next" and "Previous" planet buttons on the planet detail button should probably be down where the "Summary" and "Details" buttons are currently - I use next and previous far more frequently, along with the done button, but the Summary and Details buttons, which are used much less frequently, are in an easier to use location. It'd also be nice if the arrow keys and the mousewheel changed planets.

On the Research screen, MUCH more information is needed on the individual techs, and the full tech matrix view could greatly use tooltips (either from hovering, or by right clicking on a technology). Knowing what a tech allows me to build doesn't help me much if I don't know what that thing actually does.

A 'send colony ship' button on the Planets screen would be nice

The Planets/Ships screen doesn't remember my last set of filters, it resets to default each time it is opened

Pressing F1 or F2 a second time should close the opened Planets/Ships window

Doubleclicking a module in the Ship Design screen should remove it (currently does nothing, you have to select it, then click remove)

"Do you wish to upgrade this Starbase" pops up when a Constructor arrives at a Starbase... except it doesn't recenter the screen, so I have no idea WHICH Starbase. Should probably both center the screen and alert you as to what type of SB it is, anything more than simply popping up the message without showing you where the upgrade is occuring, or what it is upgrading

During the intial phase of establishing trade routes, it can be annoying to remember how many Freighters you've sent out vs how many maximum trade routes you can establish, and where you are sending them, should you discover a potentially better trade route while an existing Freighter is in transit to establish a route. While you can sort of figure out where they are going to establish trade routes by moving the screen over the various alien planets and looking for the pulsing 'inbound' autopilot marker, it would be nice if right clicking on a planet with a freighter set up a 'ghost' trade route, that could be filtered as a 'Pending Trade Route' in the Trade screen, and shows up on the galactic map as a dimmed (grey?) line, indicating that you are sending a freighter to establish a trade route, but that it has not yet arrived or been established. This would let you quickly change freighter destinations should you spot a better candidate, and let you get through the initial setup of trade routes more easily.

A "Maximum Credits" option when trading items for alien credits would be great, I'm kind of surprised it isn't already there. Basically, when selling a pile of Techs (or Ships, or whatever), I just want to get the maximum amount the alien will pay, right now I have to drag until the trade turns red, then fiddle with the number sliders until I get the maximum possible number of credits for the trade. It'd be nice to just click max credits and have it fill in the trade with the amount they are willing to pay for your offer.

When trying to purchase a Laser III tech from the Terrans, clicking on the Credits button on my side of the trade table and dragging the slider (or just adjusting the amount) caused the trade to go green, but when I finalized the number of credits offered (any amount, as they weren't actually willing to sell it), the trade went red again.

At an espionage level of Low, for multiple races, getting a report that indicated the various factors contributing to their relations with me etc, it also mentioned a random tidbit about their ships "We know about their scout ship blah blah heading towards" and then the line was ".. with no actual destination listed, this was true for several races which I had achieved Low espionage

Mouse wheel scrolling is inconsistent, sometimes it works, some windows it does not

The "Follow Auto Pilot Ships' interface option probably shouldn't follow freighters on their trade routes

Various windows with text input fields aren't 'comfortable' (notably the Ship Design and Rally Point naming windows). They don't respond to shift-end to select all of the text, nor can you drag to erase it all. They should probably blank out when you click on them, to eliminate the need to slowly delete the text every time you want to rename something.

When dragging the view, the Sector indicator at the top of the screen does not update until the mouse button is released

Double clicking on a GNN report should probably have the same effect as the Go To button

Clicking on Trade routes in the Trade window should probably highlight that route and it's destination planet in the minimap

If you happen to (apparently foolishly) create a Starbase in the spot next to a planet where new ships emerge, when a new ship comes out, it stacks and tries to form a fleet. There doesn't seem to be any way to order ships in a stack like that to either go to a rally point (via the little I button in the normal interface, seemingly missing here), or to construct or add to a starbase in the same spot if it is a Constructor. Additionally, if you move the ship off the spot with the Starbase, the Starbase remains selected

I didn't see any easy way to remove a rally point placed on a Starbase - clicking on the spot just brings up info on the Starbase, and I couldn't find a way to remove the rally point (I gave it the same name as another rally point nearby, wanted to change it)
Reply #382 Top
Hi, I don't know if someone else posted this but there is too many comments to read lol

I would really like to see an option to create new ships based on core designs.
This way I don't have to create a new ship from scratch if I just want to upgrade the engines on a colony ship or something.

Thanks
Reply #383 Top
It would be nice if the AI was smart enough to turn down the offer of a low class planet within your influence borders - the poisen chalice if you like. I've only played the game at low AI intelligence levels so forgive me if it does this already at the higher difficulty settings.

The quarterly report once said that my population had increased by a staggering 0.0 billion people ! It might have initially been rising but then declined until it was the same. Even if it was a rise of 0.1 billion it would hardly be a 'staggering' amount.

Thanks
Reply #385 Top
When i chose to follow a cartain weapons technology path, it would be nice if others wouldn't be shown anymore, i'd like to have the ability to show or not to show those technologies in the technology tree (right click or something), i don't want to watch armor tech throughout my game if i have long specialized in shields, specially as those lowcost tech are at the beginning of the list and it ads a bit more of scrollong down the list (all in all just a very minor annoyance). As far as i know defense and offense tech ar not required for other types of tech (sensors,engines..)

This game is fantastic, thanks stardock!
Reply #386 Top
Any chance of an option to increase a few of the base font sizes... Especially the super small stuff... We gamers are becoming more of a geriatric crowd... meaning for some of us our eyes are going, while others are becomming more affluent - meaning we are sitting farther away from the monitor than you'd expect... Either way, dude's you would have my undying grattitude if you could increase some of those "seemingly" 5+6 point fonts to 10 or 12 / or basically a 5-6 point increase would be most welcome. I could then actually play this game, that has gotten awesome reviews.
Reply #387 Top
1. Disband button for fleets in a stack (as is, i need to move the fleet away from the stack disband then put them back into the stack) annoying / waste of movement points.

2. "Select All" Button in the Governors Tabs.

3. Preview of the range that a potential starbase might have (ie a way to guesstimate the range of a potential starbase while its still a constructor).

4. be able to use "mousewheel" to increase / decrease amount of money / Influence Points in the Trade Screen
Reply #388 Top
Please add a preview of a custom selectable galaxy. At the very least a description of what to expect somewhat.
Reply #389 Top
For God's sake lets fix some of these problems

https://forums.galciv2.com/?ForumID=274&AID=105129#816617
Reply #390 Top
This might be beyond the scope of this, but something I'd like added

Europa Universalis 2-style events, where the choices are based on parties- and there is no real good/bad options without a risk of something REALLY bad happening (like having a revolt)

Also the ability to change your party with some drawback.
Reply #391 Top
Here is a suggestion.

A tab in the Ship Designer where you can put your "most used" peices. This would go a long way towards organizing things for people.. and speeding up the process a great deal.

additionally.. if you could take it a step further and allow the player to "lock" the size on items in their favorites tab. Not permenantly... just so that they can switch between different parts and mess with sizing.. and still come back and place a key part without having to sit there and eyeball it against other parts to make sure that it is the same size/ratio.
Reply #392 Top
Easy:
1. Regarding the ships/planets list window (that pops up on left of screen), now can only centre on ship by double-clicking the icon. Should make it easier such that even when double-clicking anywhere in the entire box (text description area), will also centre on ship/planet.

2. When I want my fighter to intercept and attack an enemy ship, it should be as simple as right-clicking on the enemy ship. Now what happens seems to be like this (a bug?): on next turn, my ship flies to enemy ship's previous location, and the enemy continues on it journey! then another turn has to be wasted to right-click again to catchup to attack enemy ship. Should fix it such that my ship intelligently anticipates and flies an intercept course to enemy ship to attack it instead.

3. For all messages, (like ship battle, anolmaly analysis results, and especially enemy surrender!) should always display a message icon (like for completing construction & empty build queue). Otherwise, many times we close the box too fast and didn't notice the message...
Even better would be to add a message log feature! (or is there one already??)

4. Show "Victory" screen immediately when the last enemy surrender and resulting victory. E.g. in campaign mission 1, after viewing the Drengin surrender msg box, and close it, nothing happens... this is rather bewildering! Thus, would be best if the Victory box is shown immediately instead of after having to click the 'Turn' button again.

5. When starting new game at colour selection page, show preview of Interface colours scheme! O.w. users would think the colour changes apply only to ships and end up selecting black and dark grey for interface colours, then they can't see the sliders et al in-game =\ And probably should allow colour-scheme changes in-game
Reply #393 Top
The minimap options to show a planet's manufacturing or population are mutually exclusive. Of course. But those two are also mutually exclusive with the option to show influence on the minimap. Why? It's really annoying that I'm not allowed to see influence and planets at the same time.
Reply #394 Top
In the end game report, I would like starbases not to be listed under the "Most Powerful Ship" heading, since my starbases are 80% the most powerful ship. I also wouldn't mind a "Most Experienced Ship" heading as well.

-Dewar
Reply #395 Top
After you researched something, if you are in catagory panel, its not sorted correctly.
Reply #396 Top
A couple things to make the ship creation more user friendly:

Allow the "Delete" button on the keyboard to remove a selected part.

Allow rotation of the ship via the mouse and not just the camera arrows.
Reply #397 Top
Not having ships on sentry awoken by neutral/allied ships passing by.
Having the spacebar/'no orders this turn' command for ships work as in Civ4: Rather than having its movement points reduced to zero, it simply gets taken out of the next unit cycle for the remainder of the turn, and the next turn button will glow, even though that unit still has movement points left.
That way it is possible to change your mind, and give it an order that turn later on, if for instance you were to suddenly discover an enemy ship nearby.
Reply #398 Top
SaroDarksBane - if the mouse wheel is held down you can rotate the ship in the creation window.

A couple of simple tweaks I would like to see regarding giving ships to other races:

1) Fleets you own do not show up in your shiplist, only individual ships. This needs to be fixed.
2) When selecting a ship for trade in GalCiv1 you got a little map indicating where it was in the galaxy. This feature seems to have been removed in Galciv2 for some reason (or is broken).

cheers.
Reply #399 Top
This may have been mentioned already, or elsewhere in the forums, but it would be nice if the "pirates" that periodically show up in "sandbox" mode (especially in the late game) could be toned down a bit. I am running the 1.0X version of the game and the pirates show up in fleets of ships ranging (thus far) from 3 to 19 ships, with literally hundreds (300+) of hit points, over a hundred (e.g. 142) points in shields, PD or armor, and several dozen points in weaponry. They sweep in and make mince meat out of every single fleet, ship, starbase or freighter on the board, both human player and AI alike. I just quit a game last night where there were four such pirate fleets on the board (one had 3 ships, one had 6 ships, one had 9 ships and one had 19 ships). It was impossible to counter them because every time I tried to create a new fleet to attack them, they would pick off the individual ships that I had just created before I could even get the ships to rendezvous to create a fleet. They had already wiped out every single ship, base, etc. on the board (mine and the AI's) when a fifth (!) pirate fleet appeared. At this point, I gave up on the game as a lost cause.

I don't know if these "super-pirates" are supposed to represent the Dread Lords that are otherwise absent from the sandbox mode, but having them be so ridiculously overpowering can be a real joy-kill for the late game. I was especially disappointed with the effect it had on the game I was playing last night because there was a very elegant and entertaining three-way war between three alliances going on before the pirates showed up and ruined everything.

On the whole, I am extremely delighted with GalCiv2, and I commend Stardock for the great job they are doing. Keep up the good work!
Reply #400 Top
You can't blame me for trying
If you have no social project being built, the hammers pay for the maintainance costs on the planet.
(At least giving you back some of the BC's that are being lost )

Also, it makes sense.