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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.

 

378,015 views 894 replies
Reply #576 Top
I Love the Game, one aspect i dont like is that you see your rulers face when you first start the game, but dont see your rulers face through out the rest of the game.


I wouldnt mind a Governor's window in the Planet Screen, or the Politics screen, or something that shows your Rulers Face.

Or Maybe sometype pf Random event, during elections.
Reply #577 Top

Great Game

Would it be possible to select the number of minors you will encounter, at the begining when you are setting up your galaxy?

Any chance we will be able to mod the starbases?

Reply #578 Top
A bug I found... in the late game, sometimes I'll load a troop module onto a sort of medium battleship chassis. I'll put 6 or so of these ships in a fleet and have it rampage across space, stealing planets and killing anything in its path. Anyway, what happens is, when I attack a planet with one of these ships (and it's part of a fleet), when the attack is over (assuming I've won the battle and conquered the planet), the fleet's movement points get boosted back to full. So I can literally continue moving until I run out of ships or planets to conquer.

I wonder if it has anything to do with the fact that most people aren't willing to be so wasteful as to sacrafice a fully armed, loaded out, expensive battleship every time they attack a planet so it wasn't found during testing.
Reply #579 Top
When building ships, I notice that different hull sizes mean that the same componet will take up less or more space. For example (not necesarily true), lets say I have a frigate hull. I want to put on a harpoon and it says it takes up 11 spaces. I place it, but it actually takes up 12. This becomes difficult when I try to maximise budget and space.

Would it be possible that the component size auto adjusted to the size of the hull selected. That way, there is no trial and error involved in determining the actual size. Hope this makes sense.
Reply #580 Top
I would really like an alert some kind when an enemy ship (an armed ship of a race that is at war with me) crosses into sensor range of a planet. Would only apply to ships that were previously outside sensor range. Maybe a message icon just like the ones that indicate when a ship is built, or production is complete. Click on that icon to jump to the intruding ship. Okay, I guess that's more an hour.
Reply #581 Top
When looking at a world map for an undeveloped world, there are bonus tiles sometimes shown. For example, the icon that gives +300% to production, or research, or whatever. There is a single inconsistency I have noticed. The raindrop-shaped icon gives an "approval" bonus. However, there is no approval attribute. True, approval is shown in the empire management screen. But all other tiles are linked to world attributes, not empire attributes. For consistency's sake, this bonus should probably be "morale". All the others can be linked to a building type, but there is no building type that produces "approval", per se. It took me quite a while to figure out what that bonus applied to. That'd be a quickie to fix, I think.
Reply #582 Top
Raise the costs of rush "buying" where is the strategy in the different "payment plans" if the instant buy is though cheap?
Reply #583 Top
Option to disable next ship with movement points

Destination colored/dotted lines on the map so you know where all your ships are heading to.
Reply #584 Top
I think that the Lucky Ranger event and the one that makes all planet class 13 in 25 sector are a bit overpowering and unbalanced...
Reply #585 Top
Can the in game windows be set to "float" instead of fixed at dead center for those of us that have multi-monitors?
Reply #586 Top
Please remove the waste!

Apply excess research towards the tech started on the next turn. (VITAL)
Apply excess social to the next item in the build queue. If there is no item, give a partial BC discount.
Apply excess military production to next ship desired. (Would love a military queue, BTW)

Without these measures, I must do a PAINFUL amount of micromanagement to avoid what would otherwise
be up to 50% waste!


Tell us the cost of builds/upgrades somewhere in the planet view screen. The bar/build time is not informative enough. Why tell us the number of hammers/shields when we don't even know the cost?


Allow us to drag-rotate the ship images in the display window. All of those little buttons are difficult to use.
Reply #587 Top
Please give me a button in the diplomacy trade screen that will automatically make the deal
"even" in the AI's opinion by adjusting BC. For example, if I'm giving them a tech, then the button
will make them offer the maximum that they are willing. The UI allows me to do this manually
but it is extremely cumbersome to do repeatedly. (I want to take these guys for all the are worth)

Thanks
Reply #588 Top
Greatly reduced frequency for precursor ship events, or potentially a toggle ot turn them off entirely. Super powerful ships appearing out of nowhere (and thus turning the receiving civ into the most powerful military in the galaxy no matter what they've done all game otherwise) are anti-strategic, to say the least.
Reply #589 Top
It would be nice to be able to see when your various leases are due to run out. That wolud give you a better feel for when your economy is set to change.
Reply #590 Top
However military strength is calculated (both by the ingame stats and by the AI's estimation of "can I kill this guy safely or not?"), it needs some work. In all the games I've played so far, even with all the AIs on "bright" (the highest I've dared go so far ^^), it seems to think it can wipe me out with its weak, albeit massive, horde of crappy little small and medium chassis ships. Then they all gang up on my one or two statistically "weak" fleets of 5 huge-chassis massive battleships and get blown to pieces effortlessly.

Maybe the problem would be alleviated somewhat if a race's ships' average HP was factored into the equation somewhere. So that a ton of 6 HP fighters don't equal a handful of 75 HP battleships (since the battleships would clearly dominate) UNLESS the race with the tiny ships has a strong logistics advantage.
Reply #591 Top
Some way to mark improvements that have already been built on a planet so that it is easier to tell when I already have a market or factory bu looking at the list of items I can build when I select a tile.
Reply #592 Top
The selected ship needs to show up better, I cannot always tell what ship is selected easily.
Reply #593 Top
I am color blind, so for me there has always been a bit of a hurdle in turn based stratgey games. Something that would help me would be:
Being able to turn on and off the specific races on the charts and graphs. Sometimes all the lines get pretty jumbled up on the graph and the Arceans and Torians both look like yellow lines on the graph.
The war and trade lines on the relations charts both look red to me ( I could easily mistake a war for trade if i were to just look at the graph). I usualy have a pretty fair idea of whats happen out in the void of space so it has not been to big a problem yet.
Being able to change the color of the competing races would be nice although I'm guessoing the implementation may be difficult or not viable.
Would a color blind patch (ala Alpha Centauri) be a possibility?
I really love the game....it is fantastic! Thankyou Stardock!
Reply #594 Top
1. I want click and drag rotation of the ship when in the ship design mode. I don't want to have to hit the little arrows to turn the ship. Left click and hold should slide the ship around, right click and hold should rotate. I've seen that in other games and it works great.

2. type of resource in the starting base name, Starbase Morale 29, Starbase Military 21

3. Info in the techs about the standard ship types. (frigate requires this and 3 other technologies...)

4. GNN needs to have Launch button for completed ships.
Reply #595 Top
As you know, your game is traded as the real sequel to MOO2, which is in most cases is a success, but there are some bugs and tweaks i would like to see resolved/added. In Moo2 it was possible to select a planet and order "colonize", then
on a planet with a starport a colony ship was added into the queue and once finished it made its way to the desired planet and colonized it, so that, large scale colonizing was easy and not micro manament horror like galciv2.
If I attack a defended planet i don't get the combat view screen and can't see whats wrong with my design, if i loose.
Yeah thats it...for once...
regardless of the above issues...GREAT GAME!!!
Reply #596 Top
I know this is would hardly make a massive difference, but at the moment (as far as i can tell) star names are taken from the 'STARS.txt' file, but it only seems to take the top few ones, meaning you always get the same star names, and the bottom 3/4 of the list are redundent. Would it be possible to make it randomly select stars from the list? (I realise that this might not be possible because of judging where the end of the list would be, etc).

Also, I think someone has already said this, but being able to scroll through the parts already placed on a ship would be a great help, especially for those of us who spend ages adding extras to make complex looking ships.
Reply #597 Top
1. Allow the user to edit existing ship designs instead of having to start from scratch every time. I understand that this is how it worked in a previous version. Put it back!

2. Allow the user to select/change a ship's or planet's rally point by right-clicking on it, then clicking once from a picklist. The scrollbar on the rally-point list doesn't seem to work (more of a bug than a tweak, but hey, while I'm thinking of it...) Changing to a quick-pick list would make that bug moot.

3. The governor allows a planet to change production at starbases from one type of ship to another, but doesn't seem to work if they are building "nothing." I should be able to select "Nothing should build whatever" and actually see the change.

4. Here's my best one: The have another option on the minimap display that shows territorial boundaries, but color-codes them based on their relationship to the player's empire. For example, the player's territory could be blue, allies' territories could be green, neutrals' could be gray, and territories of empires we're at war with could be red. This would sepecially be useful when the list of empires you're allied or at war with changes frequently.

5. I think this is by design, but every game I play, my user-made ship designs keep coming back. I realize a lot of players may like this because they don't have to re-design their ships every game, but I would like a button that would allow me to re-set my user designs. If I gather technologies in a different order (almost a given), I'm going to want to design ships with different components than the last time I played, so I'd like to be able to start that over.

If I think of any more, I'll post again. It's a great game! Thanks!
Reply #598 Top
When ships are stacked, it is not possible to get to the single-ship interface. This means it is impossible to upgrade ships in a fleet, or ships that are all orbiting a homeworld without launching them/disbanding the fleet, moving them a tile off, upgrading them, and then sending them back when the upgrade is complete. Please make this possible.
Reply #599 Top
I have tablet PC laptop. It'd be nice to be able to navigate this game when only using the stylus a little easier. The main change would be to have an option to have buttons on the interface to zoom in and zoom out the map and change it's view without using the keyboard. Also the slider bars for rally points would need to work as currently they only respond to the middle mouse button scrolling. Being able to enter text into text boxes with the stylus would be nice too (a la windows XP for tablet PCs default capability) but that'd probably be a lot more than what you're asking for here.

Being able to upgrade a ship by having it worked on at a planet rather then spending BC to upgrade it would be awesome.
Reply #600 Top
1) As has been said already, great game folks . Nice to see the hometown represented (born and bred in MI here)
Additions i'd like to see -

As has been stated, a way to custom upgrade with weapons etc the base ship designs. - there are times where i just need a ship, and i dont have a custom one made nor do i feel like making one.

The UP voting needs to be further improved upon, the concept in and of itself is awesome, what would be even more interesting (and i hate to use the word, especially when talking of politics, realistic) would be to inform the player of what is being voted upon in advance, then add to the diplomacy screen when talking to other races a way to sway thier vote (ie, bribe them!) with cash/tech etc.

When upgrading from one type of ship to another, adding weapons etc.. the ships themselves need to change names as well, for instance if i create a "upgraded" Medium hull ship with newer tech, then click on an "older model" ship and hit upgrade on the main screen, the "older" versions keep thier old names, to keep track of what ships have been upgraded and which havent becomes annoying especially when you forget to change the name manually after you have upgraded that ship.

As has been mentioned - Being able to park ships in orbit of enemy planets to claim territorial rights while waiting for transports to show up would be a tactical improvement, and stop the AI's annoying tendancy to follow your fleet's around with transports to "claim jump" the planet. If said planet launches a ship, automatically go into combat screen. This could further be improved/enhanced with a "blockade" effect on the planet, lowering its resourse contribution to the governments totals until the ships are moved out. - although this last might be a programming nightmare at this stage, and would require some balanceing considerations. (how many ships does it take to "blockade" a whole planet?)

Make a starbase's role in planetary defense meaningful when they are close to the planet in question. Seems odd that you can just fly your armada right past that bristling death star in the square next to a planet with out haveing it come to the planets rescue. - this already has a balence to it with the fact that you cannot build starbases close to each other, and would add another layer of defensive possibilities.

Allow starbases to become a (non movable) part of a fleet for more defensive oppertunities, this becomes even more important when in hostile area's with newly created starbases, even with the few games ive run through haveing an enemy armada casually fly by and nuke the starbase while your own ships that are in the same square as the base just sit around is annoying.

Tactical considerations - How exactly does a ship accross the galaxy get upgraded weapons delivered in one -three turns? Allow upgrades only in "owned" space.

Although i belive the current usage of "upgrade ship" and selecting the current model again will repair said ship, an acctual "repair ship" button that takes x number of turns costing y% of original ship value, with options for partial repairs (z% of damage taken repaired per turn) would be keen. ("Scotty, i need thise engines now!" "i'm working as fast as i can Cap'n!")

Edit - as a side note, does Miniturazation play a roll when creating and saving custom "blank ships" and if so, why? seems not all of my custom's are always available when they should be, even when only tricked out with cosmetic's