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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.

 

378,040 views 894 replies
Reply #651 Top
I'd love to see the ability to take one of the core designs, hit the customize screen, upgrade things or change them, and then save it as a different ship. I'd also love to get the chance to use some of the extras that obviously are made to look like existing things, such as the colony ship with 2 domes, even though only one of them is a colony module.
Reply #652 Top
Would it be possible to undo making a ship design obsolete? It's a bit annoying to work on a ship and then accidently make it obsolete instead of the old junker above or below it.

Reply #653 Top
Sorry if this has been suggested already but I don't have time to read through 11 pages of forums posts I've always thought it bizarre that there is no direct link between the ship design and ship building screens. It's really clumsy and the game will benefit greatly from a button on each page to swap from one to the other. In fact I can't actually find a way to get to the ship building screen even with a hotkey & I've only actually seen it twice due to the game taking me there on its' own! That is just wierd.

My main tweak request though is for a programmable building manager for ships. you can do it for Colonies by just racking up building requests but not for ships which you build a lot more of? I'm already getting bored with manually building every ship & I think it's a really stupid omission from the game interface. In other games the colony manager would do this but as far as I can tell the colony manager page is completely useless for anything. I find I never go there at all.

More flexible orders for your fleets would be nice too. When I select 'auto attack' for a fleet I don't want them fyling all over the map looking for targets, I only want them to attack what comes in range of their current position.

Thanks.... oh and a screengrab hotkey would be good, hypersnap and snagit don't seem to work.
Reply #654 Top
1) How about an option on the startup screen where you can select the overal quality/size of the planets to create.

2) There should also be a random option for selecting opponets.

3) My other comments on the game are here - https://forums.galciv2.com/?ForumID=162&AID=109080&cmd=myposts#840920

Reply #655 Top
I wish when you lost a single player it would tell you who won. Did the ally I surrended too win or the evil bads I had been fighting the whole game.
Reply #656 Top
Please forgive me for not reading all the 650 comments, so some of these might have been mentioned already

Here we go:

- In some lists, there is a clear "default" action. This should be accessible by a double-click. For example, loading a saved game, or "go to" in the turn event log. I usually double-click those, wait a second, nothing happens, and then I remember I have to use the button...

- When I load a saved game, I always get the report screen, the tech screen and one colony screen (I suppose my homeworld). The first two are ok (to remember and re-check the place where I left). The planet view, however, doesn't make any sense and should be left out IMO. If I hadn't saved my game at that point, I wouldn't have checked this planet either (unless something was completed this turn).

- I would like to see an area-of-effect circle BEFORE creating a starbase. This way, I would not have to guess when I want to choose the right place for a new base. How exactly this should work out GUI-wise, no idea.... maybe the circle could be around constructors all the time, or appear on first click on "construct" while a second click actually builds the thing .... or add a toggle button in a free spot somewhere....

- The area-of-effect discs of bases are sometimes very hard to see. Maybe a solid border around the transparent disc could help?

- Enemy ships in sensor range should have a highly visible marker (like a red circle). I think it's realistic that the emperor does not scan the space map himself, but gets informed of the nasties

- Not quite sure if this still falls into the "minor things" category, but I miss the ability to move a spaceship component after I have placed it, i.e. to re-attach it to another mount point. Maybe it could be detached with a right-click or double-click?

After all these suggestions, compliments on a very nice game.... well done
Reply #657 Top
Change the word "week" to years /or turns or something. Its something which really ticks me off that I am able to conquer the galaxy in 10 years.

Slow down population growth... Right now I am feelin g theat the people in the galaxy are really frisky...
Reply #658 Top
Ok, this one might be a bit unpopular, and I'm not sure how quick and easy it is (might impact the computer's play), but could I have an option to:

Stop starbases overlapping, or to limit them to one per type per sector, or even just one overall per sector?

I find the whole overlapping starbases thing somehow inelegant. As in, you go to all that trouble of choosing what buildings to put on your planets based on their size, bonus tiles and what you need, and then its messed up because you can just put as many economic starbases as you can fit around them. It feels too much like micromanagement and not enough like making a strategic decision.
Reply #659 Top
I may be doing something wrong here - so bear with me .. but when I want to upgrade a ship class - it would be good if I could pick which items I want removed from the current build and then substitute with the upgrades (as opposed to starting the whole build from scratch each time). This would save time.

Lovin the game by the way.
Reply #660 Top
I find it hard to locate where my ship is on the minimap. Would it be possible to highlight the selected ship better? Perhaps a stronger blue line would help. It is often hard to see that fine blue line.
Reply #662 Top
Fix the problem where ships gifted to minor races end up with 0/X movement and never recover any movement points in subsequent rounds. This really hurts when I'm trying to proxy-war the major races.
Reply #663 Top
* Please stop switching ship focus when a ship ends its move or finishes a battle. Perhaps I want to create a fleet or check hitpoints?

* Allow me to upgrade ships when there are multiple ships in the sector, or the ships are part of a fleet.

* Add hotkeys for every button that doesn't have one.
Reply #664 Top
1) How about an option on the startup screen where you can select the overal quality/size of the planets to create.

2) There should also be a random option for selecting opponets.


Dude that is coming in the 1.1 patch, read the news

Dannyboy and Quitch have good ideas, yes upgrading by upgrading, not rebuilding... and having to split fleets to upgrade is clumsy and annoying

Reply #666 Top
For Version 1.1[beta]

- On the ship design screen, with the component list at the top of the screen, I should be able to double click on a component to

just remove it from the ship.

- In version 1.0X, in the ship design screen, if I moved the mouse over a component on the component list at the top of the

screen, it would highlight what that component did (its name). That feature was lost somehow in 1.1[beta].

- On the ship design screen, when I choose to "upgrade" a ship type, I should be able to upgrade to a ship design that already

exists, rather than being forced to design a new ship.

- A colony's "focus" should be visible on the colony governor screen.

- The "shield" that indicates a colony has a garrison should also appear on the colony governor screen. Ships that do not have

any combat abilities (constructors, colony ships, transports), should not count towards a "shield". (so a colony with just an

unarmed transport in orbit counts as undefended)

- After you research "xeno ethics", you should still get "morality events". You should be informed of your decision and the

consequences, but you should still get the bonus or penalty. If you're playing evil, it pays to delay researching "xeno ethics"

so you can still get the bonuses.

- The colony governor screen should display the rally point destination, and the rally point destination should be changeable

from this screen. There should be another colony governor screen that displays influence, unused tiles, social projects by

category.

- A planet should not be "punished" with a -1 PQ penalty for building a trade good or achievement, because the trade good

permanetly uses up that tile. When a trade good or achievement is built on a planet, a new tile should change from unusable to

usable.

- I should be able to manage my ships along with upgrade dependencies outside the game.

- Why does the AI build a starport on every planet? Some of the AIs should be smart enough to not do this. Also, some of the

AIs should be better at building specialized industrial/economic/research planets.

- The AI should not blatantly misuse bonus tiles. When the AI builds a factory on a farming tile, and builds a farm on another

tile, it makes the AI look too stupid.

- You fixed the "rally point window" scrollbar bug. How about making this window bigger so that more than 4 rally points are

visible at a time?

- On the combat report screen, there should be an option to display a blow-by-blow account of the battle. It'll have one line

per ship per turn stating "attacker rolled 3/6 for damage; defender rolled 1/2 for defense; 2 points of damage, 12 HPs left",

etc.

- When a fleet is made of ships of different XP levels, it should be easier to view the XP and level for each ship in the fleet.

- With the "no tech trading" option, I should still be able to view what techs the AI has with sufficient espionage spending.

- The "no production turn after loading game" bug is still present.

- When the AI says "Help me! I'm losing a war!", it should be willing to pay me more than my production cost for military ships

in a trade, especially if the ships are technologically-current. The AI should be willing to finance its desperation purchases

(say over 10-50 turns like in GalCiv 1).

- The human player should be able to say to the AI "Help me! I'm losing a war!" (i.e., if the AI can beg, let the player beg

also)

- From the colony governor screen, you should be able to double-click on a planet's name to center the main map on that planet.

- I still can't log into the metaverse, because '+' is in my user name. The metaverse login screen won't let you type in '+'.

- A better rally point manager is needed.

- All information available on the minimap should be visible on the main map. On the main map, unexplored stars and planets

(with stellar cartography) should show up as darker grey blotches.
Reply #667 Top
Civilization Manager - it would be nice if it reflected the focus of the planet. If I have a planet flagged to focus on Social, I would like to be see that flagged here as well. Maybe even a way to change focus from the Civ Manager as well.

Trade - Right click on Trade Good should give help on what the Trade Good does.
Reply #668 Top
Trade - when trading for money, how about a button that just sets the value to the optimal value (the last green amount right before it would shift the trade to red. Or even just default the value to this amount rather than 100.

Trade - show how much money is available on both sides
Reply #669 Top
I would like to see starbase ranges of influence displayed on constructors before i build so I can see the area its going to effect.
Indeed. It is annoying to construct a starbase, then check the radius and realise you have to move it a tile or two in order to cover more planets.

Reply #670 Top
there is a checkbox "skip left over moves from autopilot" or something like that
i unchecked it because i dont like to skip those moves
at the end of the round after i hit "turn" if there are any autopilot moves left i have the chance to move those ships
great thing - but it has two small flaws:
1. the screen does not jump to the ship with leftover moves, i have to press "find"
2. the turn button is not there, so if i decide not to move this ship i cant simply press "turn" to leave it where it is
i have to set it to guard or something like that
Reply #671 Top
I'd like to see an improved custom ship save system. I created all the designs, and I'd like to use them in other games...but I have to wait an eternity to get them because of the tech requirements. I'd like to see my ships pop up in every one of my games spanky clean so I can use them instantly (without all those techs I researched)

Perhaps a database? Whenever you start a new game you can choose a user set bank of custom ships...I'd like to see that
Reply #672 Top
Not sure if this has been addressed/requested, or if it's even possible with the current combat setup. If it not, then please ignore.

I'm not requesting tactical combat, and am not sure if this falls under tactical combat, but is it possible to have a Retreat option in battle?

I realize that if you're able to skip battles alltogether and jump straight to the battle summary then all the calculations must be done before the 1st shot is even fired, so this is probably an unlikely request/option.

I was just hoping that if you already know you're going to lose a battle, as a fleet of Drengin cruisers has ambushed your pair of snubfighter interceptors, if at some point during the battle you could push the "Retreat" button and then have a possiblity of escaping (free shots woould be fired while escape vectors are calculated, and then any surviving ships would jump to safety).

Or, perhaps more realistically, you could have the option to retreat before you hit the play button and calculations are made. This would be your only chance to do so since once you hit "play" the outcome is final. But should you hit "Attempt Retreat" before you hit "Play"; once the battle initializes your ships would attempt to calculate escape vectors while the enemy gets free shots at you.

I realize this would involve some rewriting of the current game mechanics and interphase, so I'm not really expecting anything, just something I thought would be cool to have and to hope for.

It is a great game as is though, and these are just the wishes of those who have tasted a good thing and only want more (You've created monsters!)
Reply #673 Top
-Make the Military-Social-Research sliders in the economy change with each other. eg. each slider goes from 0% to 100%. Setting research to 100% sets all the others to 0%, setting it to 50% adds 25% to the others, etc. I like to set the percentages to multiples of 5, so when I can only get 24% or 26%, it's quite annoying.

-Make it so that forum users understand that 'effect' and 'affect' are different words. I'm sure this is beyond even your powers, but still...
Reply #674 Top
ctrl-Z should undo! I keep hitting it when I make a mistake in the ship editor, and it's always frustrating when ti doesn't work and I have to select the component and remove it.
Reply #675 Top
In the ship editor, ctrl-Z should undo! I keep hitting it when I make a mistake in the ship editor, and it's always frustrating when ti doesn't work and I have to select the component and remove it.