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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 #601 Top
AI Planet usage needs to improve. I have invaded many planets and the AI will have built something on the gems of bonuses not related to those bonuses. They will have a farm in a normal square but Orbital Fleet Control built in a Farm bonus square. Makes no sense, then under my new ownership, I need to demolish and build to gain the bonus.
Reply #602 Top
This may have been mentionned before... The UI behaves annoyingly in the Tech screen - it doesn't seem to remember its sorting selection; whenever I choose a tech to research I always choose to sort by 'category'. If I exit and come back it's no longer organized by category so I have to select another sorthing method then come back to category. Every time. Quite annoying.

Oh and renaming stars - no offense Brad but Wardell Star next to Sol is irritating.


G.
Reply #603 Top
Just getting into the game, but here's another vote for "Random oponents option for sandbox games." I always use this in CivIV, so it would be nice to have it in this game too.
Reply #604 Top
I believe I've read both of these suggestions already, but just putting them down again because they are both things I've noticed and think would offer immense improvement (/enjoyment) for (seemingly) minor tweaks.

When Upgrading Ships in the Shipyard: All extras (and the hull) remain, but all Modules/Engines/Weapons/Defences are removed. This can be a little annoying when I only want to upgrade one unit I've improved since the old design, and have to go back and reattach all the old modules, etc. back onto the ship.
Perhaps there is a reason for this I've not thought of?

also:

Ship Movement: It would be Great! to see (whether by visual symbol or textual one) how far a selected ship is able to move this week/turn and/or how many weeks/turns it will take to reach a selected destination.
Reply #605 Top
Sorry if these have been posted before - a few too many pages to read through. (Okay, I feel really sorry for the guy who has to read this to decide what goes in, but at least he's getting paid for it! )

Priority spending sliders that function better (when one slides up, the others slide down correspondingly).

Build times for buildings that are correct (they seem to give roughly half the actual build time right now).

Auto-value-select for trading money and influence (when moving the money or influence sliders in the negotiating screen, will automatically move it to the optimum amount of money/influence for the player, rather than having to find this spot by hand).

Queue research (I thought this existed already, but couldn't find it) - more importantly, research beyond that required for the current project goes to the next selected project (at present, it looks to me like it goes to the next project, but the player cannot choose a different project before the current one is complete).

Allow players to see the modules that comprise core ships in the shipyard (making it easier to see exactly what is fitted on a core ship - so far, the only way I can find to do this seems to be after building a ship).

Do not require military spending to complete a purchased ship (currently you have to produce at least one shield to build a ship, even if you have just purchased it. Maybe this has been done deliberatly, to represent launching costs and/or add a little flavour to the game - if this is the case, then it's a good thing! )

Thanks for asking our opinions, and for trying to make improvements for those who have had to wait for their copies
Reply #606 Top
1. Ability to scroll with arrow keys, with a seperate configurable slider for speed.

2. when changing social and military spendning on a planet (the focus) I can see how that affects the relevant time. I would like my current research to be visible on the planet screen so I can see what affect, if any, changing my focus to research will have.

3. Ability to stop the game focusing on another ship/fleet after the end of a combat or move (and it doesn't always do this... wierd).

4. When a new ship has been built and displayed in GNN, the Goto button should take me to the planet not the design. The icon down the side of the screen takes me to the planet, the GNN should do the same.

5. An option to watch all ship movement which happens in visible space.

6. Option to change speed of ship movement (it's too fast for the watching of autopilot movement to be of any use).

7. Option to have a ship pause during a move if an enemy comes into view.

8. Ability to say in the Diplomacy screen "Allocate enough credits/influence to make this work". When you only need to spend 50 credits to get a deal to work, but the slider is only moving 1011 at a time or something, this is hard work.

9. Have the numbers you type into the credit/influence box in the diplomacy screen update the deal in real-time.

10. Add a Cancel button to every window where you can change things.

11. Option to prevent ships from previous games, and/or (non-starting?) core ships from appearing in your build list.

12. You've done such a good job of laying out what the AI difficulties do, then in the campaign you go and hide the entire thing behind that wierd naming scheme you have for overall difficulty (and besides AI, what does it change in the last three levels where it runs out of AI levels?). I'd like to see a box next to the difficulty informing you what level of smarts the AI will be playing at on that setting.
Reply #607 Top
I don't know if this would be easy or not, and if it's not feel free to ignore me, but it'd be nice to have the economic penalty and the AI level adjustable separately. That is, the ability to play with no or few predictive algorithms but with an unpenalized AI economically would be cool.
Reply #608 Top
Steal a page from MOO II for tooltips. Every button in that game was righ-clickable and gave a detailed description when right-clicked. I think that's better than the "hover and wait" method. It also allows for more detailed descriptions. With hover-and-wait, if the descriptions are too large they become a nuissance. With right-clicks the info in descriptive but still convenient.
Reply #609 Top
Planet Approval ratings below 35 should be asympotically related to negative Loyalty; that is, a planet with an Approval of 0 should have, say, a -60 Loyalty penalty, a planet with an Approval rating of 20 should have a -20 Loyalty penalty, while a planet with an Approval rating of 35 should have a -1 Loyalty penalty.

Thank you for listening!
Reply #610 Top
In the planet screen, show the number of hammers required to finish a building, number of shields to finish a ship, and number of beakers to finish a tech?
Reply #611 Top
I think the ingame text field (change planet name etc.) should be copy&paste-able, for non-indoEuropean language OS user's convenience.
Reply #612 Top
In the Shipyard, it is astounding that clicking on a ship will NOT give you exact information as to which items are installed; one can see, for example, that a ship might have a missile attack rating of 4, but NOT what component or components yield this effect. This is exceptionally annoying when one wants to upgrade a ship.
Perhaps you can include a small screen which allows us to see the components AND their respective space (e.g. Railgun MkIII: MD 1, Space 9), so we know what we can put in when upgrading.
Reply #613 Top
In the Shipyard, it is astounding that clicking on a ship will NOT give you exact information as to which items are installed; one can see, for example, that a ship might have a missile attack rating of 4, but NOT what component or components yield this effect. This is exceptionally annoying when one wants to upgrade a ship.
Perhaps you can include a small screen which allows us to see the components AND their respective space (e.g. Railgun MkIII: MD 1, Space 9), so we know what we can put in when upgrading.
Reply #614 Top
I would like a checkbox option to hide "unneeded" Techs from both the tech tree and the diplomacy trading screen. That is, techs which have been "skipped over" due to trading for a higher one should be able to be hidden, both so that the offers of other races do not clog the screen and we do not inadvertently bid for a tech we do not need!
Reply #615 Top
I would like a checkbox option to hide "unneeded" Techs from both the tech tree and the diplomacy trading screen. That is, techs which have been "skipped over" due to trading for a higher one should be able to be hidden, both so that the offers of other races do not clog the screen and we do not inadvertently bid for a tech we do not need!


Or better yet, automatically give these to the player (and AI) when they have received a more advanced tech (assuming that they already benefit from everything that advance gives them...?)

Not an actual gameplay bug or request, but when you release this new version, could you also include a list of known bugs and requests that you are intending to fix, so that we know if certain elements are bugs or features (and that they are being dealt with in the case of bugs)?

Again, it's great that you're trying to include new things to make people happy
Reply #616 Top
Does anyone else think it takes forever to get anywhere technologically? I htink there are just too many techs and they take too long to research.
Reply #617 Top
That's the point, that you can't research them all so you have to make tough choices. Of course, there's a "flaw" (tech trading abuse) in the mechanics of the game which means it's relatively easy to get everything, but still...
Reply #619 Top
Then I'd ask for a configurable research speed option.

13. Ability to disable fog of war and shroud.

14. Option to see what your teammates see.

15. Option/treaty to see what your allies see.
Reply #620 Top
I feel like I'm on Santa's knees

Good suggestions here on trading https://forums.galciv2.com/?ForumID=162&AID=108685#838233

1- An AI shouldn't benefit from a trade good you sold it to if it goes to war against you... I mean it should be the same with trade goods as it is for trade routes. Maybe implement a price-per-turn for this would help.

2- AI shouldn't accept to sell money for money whatever you diplomacy skill

and I second this
14. Option to see what your teammates see.

15. Option/treaty to see what your allies see.


Like in real life, the Norad treaty lets both Canada and USA share the same Radar coverage of North America
Also you should be able to buy galaxy maps
Reply #621 Top
Ho, and

It would be a blast if I could set up multiple-teams-at-war games
Presently you can only set up your team at the beginning
Or you can play the "Moral Alignment type scenario" but I couldn't find a way to play another race than the Humans in this
Reply #622 Top
Make it so that clicking 'Turn' after loading/saving actually makes a full turn happen (either loading or saving - or both - makes it so that when you click 'Turn' social production, military production (?), population growth and research does not progress...
Reply #623 Top
Make it so that clicking 'Turn' after loading/saving actually makes a full turn happen (either loading or saving - or both - makes it so that when you click 'Turn' social production, military production (?), population growth and research does not progress...)
Reply #624 Top
Like in real life, the Norad treaty lets both Canada and USA share the same Radar coverage of North America
Also you should be able to buy galaxy maps


Real Life != Good Gameplay
Reply #625 Top
Might take considerably longer than one hour but is an offshoot of one of the earlier suggestions and that would be to have either a morale or loyalty penalty to planets whenever an enemy's ship is nearby or in orbit. Rather realistic to have a planet more likely to revolt or switch sides when an enemy's armada is hovering over their skies.

Not sure if it's been mentioned but the ability to custom paint ship parts. The current level of customizability is nice and all but it would be nice if you could take one of the pieces and paint either the hull or the trim a different color than it already is.

The ability that when you upgrade a ship it'll start with the specs of the last design and auto-improve them (If you had a ship with a Laser I and you have now a Laser 2 it'll automatically change any Laser 1 to a Laser 2)

Another throwback of MoO II would be that your ships will be able to use any ally's planets/bases for use in how far they can travel. My two cents anyways

I agree on the permenant wormhole thing and infact except for random events all wormholes should be permanent. Adds quite a bit more strategy for travelling.