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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.

 

378,169 views 894 replies
Reply #26 Top
i don' t know this would be easy to do or not but, imo, it would make ship building so much easier

having the option to turn on sorting of items placed by what you have selected to place
eg: selecting weapons will only show weapons in the little bar with all your peices attatched

or scrolling a whole page of items at a time instead of just one :O
Reply #27 Top
The ability to trade ships and SB with minors.
Reply #28 Top
I don't know if these qualify as "simple" or not, but two main tweaks I can think of off-hand:

1. Show auto-pilot trails in the main map, or some other way of indicating where your ships are going.

2. Have it so that when you hover over a star on the mini-map you can see a tooltip with the name of that star.

Peace & Luv, Liz
Reply #29 Top
Green lights for standard red/green running lights. A global reset of the civilization back to the default (for hull and interface colors and for racial advantages).
Reply #30 Top
Wow, this is great. I've never seen a company ask what people want. Thats truely unique.

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.

Also, maybe more ship models

Support for mods, maybe a "how-to".
Reply #31 Top
Simple Suggestions:
1. Engine Trails during combat, for the small ships, and maybe when you move a ship (just follow it and disappear on that turn, nothing that sticks around for a few turns). Also if the engines of the larger ships emitted some kind of engine effect or glow, that'd be hot.

2. Some more simple interface sounds and alerts. For ideas and examples, check Birth of the Federation. Before combat actually begins it would give a "Whiiir! Whiiir!" red alert sound for a second and show you a short summary right before hopping to the battle screen. Difference is that BotF had very slight tactical combat; not all fleet battles in GalCiv 2 even have to go to the screen. Another example is just that when you hit buttons or move sliders, there's sounds that let you know something is happen. Also small alert sounds for social events, anomaly findings, so on and so forth. Another good example is Civ 4; when you declare war or vice versa, there's that awesome horn blowing sound. And when there's peace, similar thing.

3. Something to allow launching multiple ships, or setting a star port to "autolaunch when complete", so if a ship is finished, it automatically launches. I'd adore that.

4. Having the light extras actually create a light, rather than just a lit up ball.

5. Show the max pop a planet can support, along with what they have and how fast it's growing.

6. There's certain buttons and sliders in the game that are really dark. My best example are the minimap toggle buttons. I have the Brightness and contrast pretty up when I play, mainly because I can't see those buttons unless I do. However, having it so high makes the actual galactic map look a lot less like space. If you could make those buttons brighter and more highlighted, that'd be awesome.
Reply #32 Top
1. When you have units "stacked" you can no longer get to the more detailed unit information screen. This effects both single ships and especially ones in a fleet. In order to edit them or see the individual ships in a fleet I have to move them out of the stack first. This does not seem correct. Shouldn't you be able to "shift click" or "double click" on a ship or fleet to bring up the detailed view, as you can when they are not stacked?

2. Problem with create fleet. Several times while playing I selected 2 ships and tried to create a fleet but what happens was a new little box appeared with a "0" in it and the 2 ships remained separate. I could do this over and over again and create tons of "fake" fleets. I would then have to move the real ships out of the stack (see problem 1) and then I would be able to get the option to disband all the fake fleets. This would seem to happen intermittently.

3. When looking at a planet often the graphic under the tile did not match the terrain type. For example click on land and it would say it was an ocean, or click on an ocean and it would say it is a prairie.

4. Why can you not edit the "core" ships to make your own versions of them?
Reply #33 Top
I have accidentally ended my turn twice now. The Turn button is too close to the radar screen. I intended to click on the southeast corner of the radar screen and instead ended my turn, and lost a colony because of it.
Reply #34 Top
First off: Cheers to Frogboy et al for making such a great game and being so responsive to the player community!

My requests/ideas:

-Ability to upgrade ships while in orbit...or is this already available and the button is just non-obvious?

-Allow removal of parts while "upgrading" a design in the designer (bug or feature?). Right now if i want to replace those Stinger Mk. IIs with Mk. IIIs in order to squeeze on a new engine, i have to build an entirely new ship.

-Mostly I think you should just work on fixing bugs. There seems to be a lot of posts about various bonuses not working.

-Regarding someone's earlier post about tech trading...perhaps limiting everyone to 1 or 2 tech trades per turn would help reduce the whole "muscial techs" thing. Shouldn't be THAT hard to implement...(famous last words).

Cheers

h
Reply #35 Top
A checkbox to not show obsolete ship designs in the quick ship build menu would sure be handy.

The ability to change AI difficulty levels mid game, for when you've spend 2 days on a huge map only to realize that you accidentally knocked the AI down 1 level too far and there's not going to be any challenge for the remainder of the game and now you have to start your empire over.

Reply #36 Top
You can click and drag on the main map to move it around. I never use edge scrolling to move the map - it takes way longer and moves your mouse cursor away from your present location, which you might want to semi-retain (and which you can retain via drag sliding).

If you want to know when enemies enter "your space" build a few tiny ships loaded with sensors, place them around your "borders" and set them to guard. They'll wake up if an enemy ship (seems to only wake up if you're at war with the ship that's sighted) enters their sensor range, which lets you know they've spotted something. I kinda like how in Civ IV it gives you reports of enemy sightings ever turn but sometimes it's repetitive (or pointless if it's some nonhostile ship at sea off your coast) and it sorta puts you on autopilot. The more spam you see in a GNN type of report the less likely you are to full attention to it all.

1. The biggest thing I'd like to see fixed and/or changed is ship selection and multi-selection, particularly when they're on the same tile. Clicking should select a unit and deselect all other units, with shift or ctrl clicking adding units for multiselect. Odd groupings, stacking, and multiselect behavior are causing me all kinds of grief with ship movement. Usually I get hosed when I'm not even trying to group or multiselect. I'm usually left painstaking moving 1 ship at a time (unless they're in fleets) to avoid any wierdness.

2. Random oponents option for sandbox games.

(There are a couple of places where extended popup info would be nice, IMO, you can never have too much info avail and if it's optional those that don't want it can disable it.)

Some things others mentioned that I second:

1. Launch all button.
2. Notification of at war status. Same thing happens to me - I refuse a tribute and they declare but I don't know it unless I happen to check treaty statuses. Sometimes the AIs explicitly declare after you refuse to pay, sometimes they don't.
Reply #37 Top
I miss the capital icons that were in GC1, telling me the production,economy,etc capitals for your Empire.I see the icons in the GFX folder for GC2, it would be nice to make space for them in GC2.
Reply #38 Top
1. A "no tech sharing" options toggle (just like Civ IV ). For all the talk of designing ships to counter specific enemy threats/strengths its actualy pretty much the opposite because when you play large games with lots of AI they share so freely that everybody ends up with everything. No tech sharing gameplay would encourage specialization and IMO improve gameplay. (Though Id be a lot happier to see the AI MUCH improved on how what and who to it shares techs I know thats harder to do so a simple 'no tech sharing' option would do for now )

2. Track down and stomp whatever is causing saves to either become corrupt or what makes certain games just refuse to go past a certain turn (ie a save that loads ok but crashes as soon as you press next turn). This has happened to every game Ive started so far. I can play for hours sometimes but eventualy every game becomes unplayable/corrupt. Sucks bad to have such a great game and cant really enjoy it

Myros
Reply #39 Top
Simple bug fix that should take well less than an hour to fix: My 2000 billion empire-wide population looks considerably less impressive when incorrectly displayed as 0.002 trillion
Reply #40 Top
A couple of suggestions:

The "available builds" list in colony management always jumps to the top when you build something (both when double clicking and using the "build" button). It would be nice if this could be changed, it would allow for more convenient queueing of items down the list.

Having an "old quicksave" just like the one for autosaves would be nice.

When you want to change the name of a planet (possibly the same for ships), it always erases the old name totally - I tried different things like clicking somewhere or moving the cursor before typing, but I couldn't find a way to simply add something or remove a typo in a name.

When moving a ship out of a bunch of ships, the bunch of ships stays selected (instead of the ship moved out) - it should be different I think.

When ships are auto-moving (moving over longer distances), move points that are left when arriving at the target are lost. I'd prefer it to be the way it was in GalCiv 1: When a ship arrived at the target and movement points were left, the ship would be focussed and you could use the moves left.

The "extra" turn when loading a saved game is annoying - maybe there is an easy way to remove it?

Please eliminate the waste of social production when nothing is actually build!


Oh, the list got longer than I thought, thanks for even reading it.
Reply #41 Top
Some things I've found:

Ship list tab area should have a way to assign rally points. Also the "sent to destination" button should auto-launch ships, it is annoying to go to each planet and launch to get them active.

Rally point assignment from Quick Build List ship popup. I use the Civ Manager colony tab for most things and to send waypoints to each planet I have to double click -> go to build yard -> set rally point -> done -> click on civ manager again, then remember where I was on the list and do the same for each colony. Should display the current set rally point somewhere on Civ Manager too, maybe allow selecting multiple planets and giving group orders on this screen too.

The Civ Manager colony tab should also have the social quick build list popup instead of just the quick ship one.
Reply #43 Top
A little interface to have random (or pre-assigned) individual names added to the players ships to add a touch of colour to proccedings, preferably keeping the Format of "ship class" "ship name" if that doesn't mess up the UI.

Anything costing several BC should have a name not a number!
Reply #44 Top
the Mouse Over tool tips are a bit wonky:
1) they stay AFTER you move your mouse somewhere else
2) you have to hover your mouse over the item, then move it ever so slightly (while still over the item) to get them to pop up

A "launch all" ships button would be handy too

I'd like the ablility to build lesser versions of planetary upgrades and some Governor tweaks to go along with it. Let's say the planet I'm building on has a capped out planet population. Building that "super-mega-ultra-xeno farm" would really kick my approval rating in family jewles and that Basic Farm wouldn't give me enough population (without building more than one), but that 'Mid Range' farm would fit the bill perfectly.

To go along with building lesser quality upgrades, the Governor 'auto-build' option would be updated. Instead of just a generic 'auto upgrade everything' button, it would have an 'auto-upgrade' button for every family of planetary building. Farms, Factories, Entertainment buildings, ect so that I could tell the governor(s) that I don't want my farms to be upgraded.

Also maybe a ship sand box where you have full access to all techs to build ship models with weapons and save them for use or import into the game.
Reply #45 Top
-Allow removal of parts while "upgrading" a design in the designer (bug or feature?). Right now if i want to replace those Stinger Mk. IIs with Mk. IIIs in order to squeeze on a new engine, i have to build an entirely new ship.


I'm pretty sure that this is a bug. I've definitely swapped out components in the upgrade sceen. One bug that I've noticed is that components will sometimes be added back on after being deleted. However, if you place a new component right away the process seems to work correctly.
Reply #46 Top
For inexperienced players it would be nice to have some sort of advisor help during the first few games of the dreadlord campaign.

For example:
At the beginning of the game choose out of 4 common strategies to win the game
During the game advices are given on what buildings best to build or what tech tree items to research.
During game play some "did you know" pop ups could come up which tell you some "in manual" hints on improving your gameplay.
Reply #47 Top
Second the comment about an autolaunch button.

Also second the comments regarding fleet management and whatnot - stacked ships are a headache, especially with the large invasion forces needed to assault Dread Lord planets.

DoW notifications and enemy ship sighted notifications would be beneficial.

PLEASE make the minimap follow the big map, and let the arrow keys control map movement rather than ship movement. Accidentally sending your ship somewhere is a pain.

Finally, a BIG second on being able to see starbase influence zones around constructors BEFORE you hit 'construct'. Having to quicksave/load is a hassle.
Reply #48 Top
UI: make the ship maximum travel range outlines brighter or thicker or sparkling or something to make them stand out a little more.

UI: Add +100/-100 spinners to tech trade window to move negotiations along faster.

Game play: Create fleet / divide fleet window. I'm thinking some kind of popup like in the original Harpoon game many years ago.

Thanks for listening to us!
Reply #49 Top
I cant believe this hasnt been mentioned. When I put more than 1 ship on auto explore they follow each other and only one does the real exploring. They should now what the empire has seen and what the other ships are doing so they dont waste time searching known space and following behind the scout in front of them.
Reply #50 Top
Thanks for soliciting these.

Please let double clicking on an entry in the GNN popup be the same as highlighting it and clicking "Goto."

Please extend the right click = launch feature from the Info Square onto the GNN display.

Please allow an option to deny previous user designs in new games (Or better yet, a screen where you can see all user designs and choose which ones will appear).

Thank you.