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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.

 

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Reply #451 Top
Iam sure already mentioned many times but we REALLY need a aption to turn on/off starbase influence. Especially with constructors, you can imagine and probably know how frustrating it is to save a game place a starbase just so that its influence is 1 tile away from you planet etc.

Also why not show when double clicking a starbase what components could be added to the base and not just how much space it has?
Reply #452 Top
I would like to see a little tweak to the slider system. Spending 100% in military then switching to 100 % research then going the next turn for 100% social. Imagine yourself if it would work this way in real life now is the year of research now we are going to a military build up etc? I thibnk such a switch should scale up. If I switch from 100& research to 100% social production spending then I would like that he spending change does not work immeadtly. With other words such a huge switch in government resources should give me in teh beginning perhaps only a 50% effictive production (but a 100% spending) the turn after 75% effective etc.

Switching to often your spending programm wozuld mean a waste. For me as a player this would force me for much long term planning. IT s for my personla feeling more realistic. Same goes although for tax = moral influence. Changes should take simply some time to show effect. (IMHO)
Reply #453 Top
My idea from my gigantic galaxy game the last two days:

  1. It would be nice to have some way to find your spaceships destined for the same square as the currently-selected item. At the very least, a count of the number destined for there. This would help me in colonization (make sure a colony ship is destined somewhere) and starbase upgrades (keep track of how many constructors I've sent to a starbase).

  2. A temp pseudo-rally point would be nice. I don't want to place a rally point at every starbase, because that's a bit burdensome. However, when I find a starbase that I want to send constructors to, it's a bit painful to select the ships and then refind that starbase on a gigantic map. It would be helpful to place a temp rally point down, then select ships and send them to that rally point. Basically, I want to rally point to dissolve when I place the next one (sort of like copying a location into the clipboard and then pasting it on the ships I want to move there). Alternative, the ability to place a temporary, visual mark (visible on main and mini map) would be a large improvement.

  3. Ship building queues. I often want each colony to build one defender and then start building an attack, constructor, or colony ship.

  4. The ability to set a build order for an unbuilt starport to start when it is built.

  5. Show the module count for starbases either on the ship list or when the starbase is selected.
Reply #454 Top
When deselecting full screen mode and playing in windowed mode, can we PLEASE be able to resize the window (in order to nearly fill the screen)? Alt-tabbing is still currently not an option.

Thank you for your time and effort.
Reply #455 Top
I'd like to see when the projects/ships completed list pops up, instead of having to hit goto, how about just being able to double click on the event to take you there, much less mouse work. Also when in the planet screen it's hard to tell what ship your launching, as the little pop up balloons describing the ship don't really work that well. Those 2 would solve most of my gripes. Oh, one more I just thought of, when your in the starport screen, and hit done, it jumps to the galaxy map, when you would hope it would go back to the planet screen. Usually I'm not done with managing a planet and have to click back into the planet screen. Other than that this is THE best game I've played in ages, keep up the good work.


Reply #456 Top
Here should be a good one. Hope it wasn't suggested.

Trading with other races. You should be able to take a technology, or another item, and if your only goal is money, you should be able to have a 'trade this with this race for as much money as they will offer'. That way you don't have to fine tune it needlessly.

Furthermore, the option should exist to take said item, and sell it to ALL the races instantly for as much money as they will offer for it, each and every one of them, at once. So a player can go down his list of lower techs, and instead of worrying about haggling with it for other techs or stuff, and just wants money... he clicks the tech(s) and pushes this button or something, and bam. all sold, all money gained. Everybody's happy with alot of micromanaging sliders out of the way.
Reply #457 Top
I would like to see a right click menu on the ships list that allows you to do things like upgrade, send to rally point etc. Also make it so that you can select a ship on the list and a marker would appear on the mini map to show its location.
Reply #459 Top
Research should be its own slider. They use tps, not mps. I think I should be able to have 0/100/100 or 50/50/100 or 30/70/100 providing I have the tax/treasury dollars. Only military and social seam to share capacity (mps).

Also, probably slower, the master slider should be gotten rid of and blended into the mil/soc/tech sliders, permitting totals under 100% if you can't fund it all. Maybe add a read-only master utilization display inplace of the 'master' slider.
Reply #460 Top
Hi, I'd like to see an option to launch a game with a RANDOM set of AI races, this would the force you more to adapt your style of gameplay dependant upon the races you encounter.
Reply #461 Top
No game has ever had this (except in MOO3 where it is mandatory) -- optional planet by planet sliders for mil/soc/res , defaulting to the empire settings, and on the planet screen, a button next to the sliders to make it easy to switch between imperial settings and the local override while not loosing the planet-level slider settings. Ultra rich planets need to make ships without affecting the social production of less rich worlds and frequently finish their social projects very quickly.
Reply #462 Top
Hi, enjoying your game immensely over here.

My humble tweak suggestion is to add a quick-start option for new games:

When starting such a game, available planets (some, many or all) would already be colonized somewhat evenly by the powers (though some might have been luckier than others), all the powers would have some of the more basic techs already researched and military might (a few defenders perhaps) even. None of the powers would be at war or trading amongst themselves --> A neutral start.

I imagine it doesn't even have to be difficult to implement; simply have ALL galactic powers run on AI for, say 50 turns or so, in the background before player finishes loading the game. With the exception of Warfare being forbidden and no trading, though there are sure to be many more complications.

And it could even make the game feel a bit more like GalCiv -2-, historically speaking!

(The reason for my suggestion is that the Gold Rush era at the beginning of each game often annoys me, I'm a sore loser when it comes to colonizing planets! Oh, and I know my nickname is cool.)
Reply #463 Top
Orange\red stars, make them 4x larger with no planets (red giant)
Blue\white stars, make them 1\2 smaller with no planets (white dwarf)
Green and Purple stars, get rid of them, make them yellow stars.

Get rid of the need to build a planet improvement to enable planet fleets, if you can make fleets in space you should be able to have fleets in orbit.

Home planets, should always be 20+ size planets. Also you should not have to research to unlock tiles on the home planet, they should be all available for the get go (it is your home planet, you have been there for thousands of years)

Flip side the mars type planets should be 0 until you unlock tiles with research. Also I have mentioned this somewhere else, all habitable 'looking' planets should be habitable and have lots of plots, all mars type planets should require tech to unlock tiles for use. I have seen many times a system where the earth 'looking' planet is a zero and the barren 'looking' planet is habitable.

I think I mentioned this already, when in the planet window add a little universe map to easily identify where in the galaxy it is located. Maybe down in the left bottom corner where the picture of a building currantly is.


EDIT On the stars thing you could add-in binary stars, so you could have two stars together with no planets, a yellow star with a white dwarf together or any other combo of red white or yellow.

Reply #464 Top
Wow, this is a long thread. Many improvements that I would like to see have already been mentioned (diagonal scrolling!) but I haven't seen anyone mention these:

1. In the diplomacy screen, show the cost of technologies so you can see whether or not a proposed trade is good value in terms of research points. I would either add the number right next to the tech name, put it in the right-click dialog, or just show the total value of techs on the table.

2. This is a slightly bigger change, but at the start of a game when customizing race, add attributes and/or points to buy homeworld bonus tiles (as was done in MOO2 I think). It seems silly that the number of bonus tiles is random, I'm sure I am not the only one who ends up restarting over and over again until they get a homeworld packed with goodies.

Keep up the good work!
Reply #465 Top
1. In the diplomacy screen, show the cost of technologies so you can see whether or not a proposed trade is good value in terms of research points. I would either add the number right next to the tech name, put it in the right-click dialog, or just show the total value of techs on the table.


YES, thats the one I forgot.

Another one, ability to turn off 'visual representation' of the fog of war. Still have fog of war in effect but just remove the greyed out stuff from my screen. (maybe have the greyed out effect only show up when zoomed way out, to easily identify where you cannot see.)


Reply #466 Top
I'd like to have an "automatically send constructor to nearest starbase that needs it" option as a rally point.

There should be an option to track where the resources are, just like you can track uninhabited planets. There should be a starbase management screen.
Reply #467 Top
Also: Some of the AI players should follow the "tech whoring" strategy like a human player would, especially those with a tendency towards high diplomacy skills.
Reply #468 Top
-Unable to upgrade ship that has other ships in the same space, can't select just one ship to access the upgrade-construct-destroy menu. Have to move ship 1 unit away from others to upgrade.

-From the "buildings view" of a planet, I can go to build ships but I can't figure out a way to select a ship to build _and_ return to the planet. Pressing "return to planet" cancels my ship selection, pressing "done" returns me to main view.

-Can't change my race color settings after starting a game and realizing that deep purple traderoutes are practicly invisible.
Reply #469 Top
Could you in the next fact set default production capacity to 100, I hate changing that on the first turn, and often forget,,,
Reply #470 Top
Allow us to play with 10 races in the game as there are 10 races in the game! 10 races + our 1 custom race!
Reply #471 Top
Include a "reset to racial defaults" option in the racial properties tab. I started out playing the Terran Alliance, and I screwed around with the abilities a little.

Now for the life of me I can't remember the original abilties; hopefully the AI is using the original racial values instead of the values I put in (since I'm now playing a custom race and have the Terrans as AI.)
Reply #473 Top

Biggest request : Make the keyboard shortcuts work. Right now, Tab doesn't go to the next ship, Esc/Return don't close current windows (actually I've seen _one_ window type that Esc closes, but Enter/Return simply goes to the next turn. Bad bad bad!) Very frustrating - have to use the mouse way too much, and finding our active ships is a real pain.

Let us rename planets : when I colonize someplace I have no idea what I'll wind up doing with it, but after I have 10 factories, a starport, and a site that makes ships produced there stronger I'd sure like to name it "Citadel" or "Port Kar" instead of leaving it as "Wardell IV". Same thing goes for ships - what was once "Devastator IV" later could be renamed "Bait IV"

More filters on the Ship list : we probably usually aren't interested in the 15 freighters, so let us toggle the display of freighters off please.

Thanks!
Reply #474 Top
Apologies if this has been mentioned before (reading through all these posts is a daunting prospect), but how about adding the value of each technology to the right-click informaiton that comes up in the diplomacy screen. Having to alt-tab out to the Galactopedia and back again is a pain.
Reply #475 Top
Any way to modify the ship behavior in the eye-candy battle display? Seems once you have a fair number of ships in there they're all concentrating on trying not to collide with each other within the vastness of space instead of trying to blow each other up.

Possibly make Large-Huge hulls mostly stationary in the back, Medium hulls screening, and Tiny-Small hulls moving into the pack.