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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.

 

378,073 views 894 replies
Reply #401 Top
Fix the upgrade cost for ships

If it costs more to upgrade a ship then to build an entire new one then something is off somewhere
Reply #402 Top
God, this is huge. Please excuse me if this has been posted before.

There needs to be an obvious way to upgrade core ships. I find myself later in the game designing ships duplicate to what I already have in the 'core' box simply because I can't select one of the 'core' designs and upgrade it. Or, core ships should automatically use the best tech availible. Maybe an 'autoupgrade design' button? It wouldn't place new components on the ships (core and user) if there was space but it assures me that any ship I'm building automatically gets built with the newest laser when I research it. It's annoying to have to scrap 'core' ships or hop into the ship designer just to replace Laser 2 with Laser 3. I should be able to just know my designs are using the latest tech until I hop into the designer to muck with things. It might not be the best use of space and it might lead to 'cost creep', but I'd rather pay the trivial price of the new tech on my designs.

And despite your post on "NO MULTIPLAYER", I'd really like to see at least hotseat multiplayer.

Thanks!
Reply #403 Top
More variety of UP votes:

UP forced peace treaties between warring races.

Limits on certain weapons research or use - ex: no one can research tech beyond phasors in the beam line as it is too devastating and damages space time, vote yes or no. Or X tech is banned for a number of years, vote on how much time 0 years, 1 year, 2, or indefinite.

Limits on total number of warships. Ex: In an effort to keep the galaxy safe the UP would like to limit the total number of warships any one race can have. What should the max be, vote 10, 50, 250, or no limit.

The ability to vote on and reverse passed UP votes.

These might give you more of a reason to actually leave the UP too if it gets too restrictive for your tastes.
Reply #404 Top
First off, I apologize if this has been said before and I missed it, but I'm in a rush and just wanted to leave my two bc's.

Espionage is a nice touch, but it feels somewhat limited and static. A second slider for counter-espionage would be a nice touch, something the AI could utilize as well. I don't know how long that would take to implement, but I think a relatively small change like that would add a lot of strategy to espionage operations, and encourage players to make more choices when applying funds against a target empire.
Reply #405 Top
1. Let the ESC key close the current window (including ship and colony list ones) like it's documented in Manual ("Keyboard Shortcuts"), instead of always bringing options menu.
2. Let the TAB key cycle through colonies on colony management screen, like it's used for ships.
Reply #406 Top
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.

"Earth was building Diplomatic Translators and could not complete them. Now building: AnotherWonderTheAIWillBeatYouTo."

As it is now, the project is deleted from the queue. If there is more to build the planet goes on to the next project, if there is not something queued up though it just stops social production until I click on it a dozen turns later and realize what happened.
Reply #407 Top
control map scrolling with keyboard cursors, i know its been said before but i wholeheartedly agree...
Reply #408 Top

1) Fix the Social timetables. If you're producing X bc of social per turn, and you have Y bc invested in said improvement, and the improvement takes Z bc to produce, then tell us it takes ceiling((Z-Y)/X) turns to produce. Very easy.

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

3) Research Academies shouldn't cost a blasted friggin 200bc to upgrade from a Research Center, only to improve your tp from 12 to 14.

4) Virtual Reality centers should raise Morale by more than a Zero G Arena.

5) 300% influence bonus tiles.

6) Get an Ok/Cancel confirmation before ending a turn without the turn button being green. It's too easy to accidentally end your turn when you really wanted to zoom in on the southeastern portion of the mini-map.
Reply #409 Top
You know how each race has a certain number of extra points to add more abilitys?

Well, when you use them, some of the races original abilities dissapear.

Can you make this stop?

Thanks!
Reply #410 Top
Add tactical tech and items for ships, like MOO had. Cloaking, weapon range enhancements (for first strike), planet bombardment, etc. They should not be cheap or small but if used in the right circumstances, they should be very effective.
Reply #411 Top
I NEED THIS IN THE GAME!!!!!!!!!!!!!!!!!!!!!!!

Make it so we can automatically select maximum amount of credits/influence the AI willt rade for particular item(s) in the trade window! I Hate having to fiddle with the slider 9 times a tuirn when I'm unloading a tech on all the civs so they dont trade it between each other!
Reply #412 Top
Okay, I know a couple of these have already been posted, but want to reiterate them.

1) Colony production always scrolls back to the top of the list after selecting and item to build. Really annoying if I want to build four Xeno Lab. *click* scroll *click* scroll *click* scroll *click*

2) Turn buttons' too close to the minimap. Easy to hit it by accident.

3) The sorting in the colony/ship panel. Any way that could be done with a dropdown instead? I don't have the order memorized and I don't want to have to click over and over to scroll through all the options.

4) Planets dialog that can keep track of explored but unsettled planets. If I find a class 4 I might skip it over, but want to come back it later. In a large game it's easy to go "Where the heck is that planet?"
Reply #413 Top
Would love to see a star ship "Auto Launch" toggle like GC 1 had. It's kind of a pain to have to go to each planet's screen and launch individual ships each time they're completed. Half the time I forget they are being built!
Reply #414 Top
Approval Rating for a planet I thumped.

I invade a planet. Its approval rating is 70%. I use informational warfare and gain some additional troops on my side. I lose the battle.

(I still believe that all the high attack numbers on my landings are a tease. I will see it flash thru attack values for my troops in the 40's but I always hit attack when the number is 20ish. (Of course I am kidding here, because I have received high attack values but only when I don't need it, I would have crushed the defender with a 20ish))

2 turns later I attack again but the planets approval rating has gone up to 100% (less population). A little counter intuitive as I think approval should also be tied a little to war loss/victory, a loss of population on a planet being a loss. They have lost over 50% of their population, brothers and sisters, and their happy about it? They don't blame their government just a little bit for not providing protection?

However I do agree that informational warfare should be less on the second atack, higher resistence/anger at the attacking civ.
Reply #415 Top
I think it would be great if there was an option to just destroy a colony from space instead of invading, sometimes I dont want to even bother taking over those class 3 planets. I would also be cool if there was a death star type weapon that could destroy entire planets , this could give the enemy some kind of approval hit also for just having their entire planet blown to dust. A quick cutscene of their planet being turned into space debris would be pretty satisfying
Reply #416 Top
First, I would like to see GNN updates for actual galactic news, and not just domestic updates. Things like if a race conquers another race's planet, or if there is a state of peace or war between two races. There is an update for when you conquer another planet, but I would just like to see that for all conquests, not just mine. And right now I end up constantly having to check the relations screen to see if my not quite allies are at war with anyone and if i should be helping them out or not.

Second, Mars! Would it be possible to make it so that, like Earth, it has some chance of having perhaps just one bonus tile? Maybe limit it to industrial and research, since I'm having trouble imagining fertile farmland . That would be cool, if possible. Another thing about Mars is that there is no capacity for terraforming, as far as I can tell. I would love to see at least one of each terraforming stage tile, or maybe two of one, and one each of the other two?

Thanks for all your hard work, Stardockers!
Reply #417 Top
Scrolling in ship design

Badly need to be able to scroll as well as rotate (Yeah there are fancy names for such camera movements, but I'm too lazy to go look them up.) as it becomes a nightmare trying to design anything funky once you start making big ships

Better hookpoint rotation

I've been driven to the edge of sanity trying to rotate hookpoints correctly, not only that but if you rotate a hookpoint multiple times, trying to figure out how the hell you get it to turn through 270 degrees without going nuts on you, the hookpoint modifiers stack up to gargantuan numbers making it annoyingly slow undoing your changes.

So to cut a long run-on sentance short, hookpoint rotation needs to become much less painful.

More UP interactions and stuff

Highly descriptive I know. Would be nice to be able to propose new UP resolutions, call an emergency UP session (Drengin are wailing on the poor defenseless minor races so need a UP smackdown, for example), know the proposal a week in advance giving you time to trade for influence to tip the vote, espionage to know in advance how someone will vote, all kinds of things like this. I have fond memories of manipulating the Orion Senate in MOO3 with my underhand dealings and sneaky actions.

For the love of cheese sandwiches, fleet management needs a serious overhaul

After designing my ships, going not-quite insane putting the hookpoints the right way around, my sanity was liberally shattered when actually attempting to do anything but move my fleets around. Anything you can do with a single ship, you should be able to do with a fleet. The UI is meant to be a way of communicating your wishes to your pooter. It's not meant to be an exercise in trying to outwit it and come up with clever inventive ways to bury its liberal ideas of 'functionality'. Please, think of the children, fix fleet management.

More diplomacy options

Diplomacy is already nice and robust, and funky, but it could be made more funky than a glitterball on steroids with some simple additions. The option to send a generic 'threat' to an AI would be handy, the option to demand/negotiate a regular tribute payment (i.e an amount of bc per week, every week, for a determined time), a generic 'get the hell out of my bloody space' for those ships that sit in your space but don't seem to do anything but clutter up your nice clean spacelanes, things like this.

More things to do with a fleet and an enemy planet

Would be nice to be able to 'glass' the planet using my death-dealing ships. I again have fond memories of parking fleets in orbit around a Harvester world and blowing the parasites to hell (and back), and then doing the same with those backstabbing dastardly Nommo. Since planets are nominally self-sufficient, there's no point in blockading them, but blowing them away would be nicely satisfying.

Espionage

Being told when two AIs end war is nice. Being told when two AIs go into war would be even nicer. Espionage could also tell you who is trading which techs with whom. Would be yummy to be able to select different kinds of espionage, be it social destabilisation which reduces influence, miliary espionage which could tell you what is being built where, when, economic espionage to tell you which trade routes are their most profitable, and so forth.

Unique Technologies

A way to flag a tech as unique to a particular race (i.e. only one specific race can research it) would be good, same with flagging a tech as 'non-tradeable' (I fail to see how you can trade something like increased diplomacy to someone, it's a bit esoteric), also techs that work like trade goods in that say Drengin develop uhhh, Matter Ownage Cannons (Creativity is not my strongpoint, but feel free to use that name. It has a ring to it...), and only they can fit them to their ships. But they can trade them to other civilisations.

Which leads nicely onto...

Trade Goods

I'm semi-disappointed with the way these work in the game. I was expecting more detail to them rather than a one-time trade to an AI. It would be good to be able to negotiate the trade of say Micro Repair Bots for 26 weeks, or Ultra Spices for an indefinate period. The person owning the trade good can cancel the 'contract' at any time, but then suffers a big relations hit, the person getting the goods can cancel but loses nothing essentially, 'cept the goods.

Hrm, that's all for the moment. No doubt I'll come up with more later, but that will suffice for the near future.
Reply #418 Top
Sorry if these have been mentioned already, I dont fell like reading 9 pages

A galactic map in the world view to easily tell where a planet is located.

Add more space stuff, Nebulas, black holes, asteriod belts, rogue planets, quasars, pulsars and make them part of the game. Example there could be a nebula in one sector and it would render sheilds and sensors unless in that area. Black hole could suck up anything that gets too close and give extra tech if you build a station nearby.

Reply #419 Top
Fix the forums, its a nightmare to do anything in here.
Reply #420 Top
I've had problems with fleet management (including creating the fleets and launching ships, etc), so improving that would be nice.

I think that there should be an auto constructor feature. You should be able to say like a high/medium/low improvement in each of the different kinds of star bases. I figure this shouldn't be hard to add in because the AI already can do it.

One last thing is you should be able to have the ability to keep all of your ships defending planets where they are and then have every other ship or type of ship go to a rally point. I don't know if that's how it is now, but that's how it should be.
Reply #421 Top
Hi, I would also like to have the arrow keys to move the map, and have instead the numpad keys for moving the ships.
Reply #422 Top


That's like the 10th post I've seen in this thread asking for that.

I'm going to be the 11th. Please please let us use the arrows to move the map.

(EDIT)

Hmm, seems like my quote didn't work. Oh well, you guys know what I want.
Reply #423 Top

Sometimes when I try to tell a colony to build a different ship than the current production, when I come back, it's still producing the old design.  This seems to be the case if instead of clicking 'done', you click on the option to go back to the planet screen.  This needs to work more intuitively, so that regardless of what screen you are on or how you get to the ship production screen, or what screen you go to afterwords, whatever you highlight last is the ship that will be produced.                          -Haldur

Reply #424 Top
Wow... 9 Pages Of Requests... Well, I Hope I'm Not Repeating Someone, As I Simply Don't Have Time To Read Everything Right Now.. But What I Really Really Really Want As An Improvement Is Simply This....


On The Select Amount Popups... A Better System To Choose Amounts.. The Slider Is Buggy When Dealing With Sums... And The Other Options Are Left/Right Click For Values Of 1, Or Up/Down Click For Values Of 10's.. For The Love Of Yor Let Us Click In The "Display amount" Window And Edit It By Key, Or Add More Arrows For Values Of 100's/1000's!


That Alone Would Assist Me In Being The Evil Bartering "hey.. you should attack him 'cuz he won't gimme stuff" Civs
Reply #425 Top
1. Make the costs for improvements & research visible. "X Weeks", while accurate and useful isn't descriptive enough.

2. Make the Military/Social/Research 10-point tokens look different than the 1-point ones. Perhaps we could have multiple icons stacked on top of each other like this... ()))

3. Improve the tooltips on the colony screen by adding carriage returns between items. Paragraphs are BAD!

4. Put in an option to disable the Stardock splash screen. Save me the effort of having to hit ESC or going into my GC2 directory and killing the file.

- Nobody