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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 #76 Top
Thanks for soliciting feedback. You guys are doing a great job.

Second, third, and fourth the autolaunch suggestions. I would like to add a dialog that asks how many colonists/troops to load up when launching a colony ship or transport.

Is there any way to specify the launch point for a ship coming out of orbit? You know, set which of the eight tiles the ship launches to? It matters, especially early on when ships are still slow.

Also, there are issues with getting ship details when ships are stacked, in fleets, or in orbit. In particular, you can't upgrade a ship unless the ship is alone and out of orbit. Also, if a fleet is stacked with something else (another ship or a starbase), you can't disband the fleet. This is critical if a fleet has no moves left, but a ship in it has moves remaining, and you need to scramble it somewhere else. I've been bitten by that more than once.

Arrow keys should scroll the map. RTS made it a convention, and Civ IV made it a standard for TBS. GalCiv II has to implement this. It's too damn confusing when I switch between Civ IV and GalCiv II, especially since those mistaken arrow presses translate into precious lost movement points.

Add fog of war to the minimap!!!

When/where will a longer term suggestions thread be created? There's a lot more that the game should do in terms of empire management. At some point, the board gets so big and thick that a spreadsheet is the ONLY way to manage. I hate it too, but I realize the necessity. GalCiv II needs better spreadsheet based options for directing planets, fleets, and starbases.
Reply #77 Top
Oh, almost forgot, add an option to toggle the cursor to show a starbase radius over the tile that the cursor is floating over. The player should be able to tell exactly where the AOE of a starbase will be before even building the constructor.

And add an option to show the grid-based equivalent of the AOE of a starbase. Sometimes it's hard to tell if a particular tile falls within the circular AOE.
Reply #78 Top
Here's one: make an option to view the grid. Not seeing where the tiles are makes it really hard to move ships around. Or even know that the game is tile-based in its movement...
Reply #79 Top
Wow, some great suggestions here

I definitely second (or third or fourth) the following

* A message explicitly telling you when a race tells you that have declared war on you

* A radius whenever you are about to construct a starbase

* Circles around ships that you are war with

* An undo button on ship design


My own ideas are as follows. My apologies if these are already in the game

1) Suppose you have captured a planet with 8 factories. You want to replace 6 of those factories with labs. The easiest way of doing that is to demolish the six factories and order 6 labs in the queue. But this is also the slowest. The most optimum is to destroy one factory and then build one lab, then destroy another factory etc etc. A real micro managing pain. It would be handy if the demolish order appeared in the queue so that the building didn't disappear until the right time.

2) I THINK there are lots of different tracks of background game music (maybe one for each race, or ethos? I can't tell yet). If this is indeed the case it would be cool if there was an option that could be selected to cycle through them all. Some people may only ever play a couple of races.

3) Here is an easy one that I think people would love: IF your espionage level is high enough then during the Galactic council meeting that races vote is displayed BEFORE you vote. This should be easy to code since the computer has already determined how each race is going to vote, no? All you are doing is displaying this information for a few of the races. Now I know Brad hates putting in options that the AI can't use, and doing anything with the AI will never be "An Hour Fix". This feature gives an unfair advantage to the human player - so put it in as a game start option. Call it "Deep Espionage" or whatever you like. Lower total scores or invalidate games for the metaverse - whatever you think is fair, I still think a lot of people would really like this ability.

4) Along with the above 'Deep Espionage' game setting, is there a flag or line of code where the AI decides to start preparing for war against someone? There should be a chance that if the human player's espionage is high enough they get a heads up that that race is preparing for war against them, or another race.

5) Again, with the Deep Espionage setting - two races can be going at it tooth and nail, levelling entire solar systems, but unless I am actually watching it, I have no idea if another race is on the ropes or not until it is too late. It would be great if your espionage level was high enough to get reports of major victories or losses, so that you can better prop up the losers - or at the very least make them pay through the nose for aid.

Just my two credits worth

Dano
Reply #80 Top
I actually find it very easy to put parts on hard points. All you have to do is put your mouse over the hard point you want and it snaps it on.
Reply #81 Top
You did a fantastic job on this game Stardock, congratulations!

I didn't read every single post in details, so the following might have been mentioned already.

1) Have an option to randomly select the races you will be playing against in skirmish. It was fun in MoO2 to slowly discover just who else is out there. Race colors should be randomized too to preserve the mystery

2) Switch music tracks a bit more often in the main map. Sometimes it gets a bit repetitive.

3) Depending of the angle, I'm not always sure which direction maps to which key on the numpad. Something like civ4 with the numpad visible on the map squares would be nice.

4) Any place where you can add some randomness. I love random! Well, except for random crashes but that's another story.

The rest I've already seen mentioned, or takes longer than an hour to do
Reply #82 Top
Let me echo the idea of having random opponents to add to the mystery of the game

And along these lines: the influence button on the minimap reveals the positions of your opponents, right at the beginning of the game! The influence button should
(1) respect the fog of war
(2) only show the influence of races you've had contact with

Fantastic game
Reply #83 Top
Just a couple of the top of my head.

Allow tabbing when entering account details in text fields to log into Metaverse (and to a lesser extent when naming custom civs)

When saving a ship design, allow the choice between, permenant save and "just for this game" save.
It's rather frustrating to have to delete or obsolete previous game's designs, I like to make brand new ones each game depending on the situations.
Reply #84 Top
When saving a ship design, allow the choice between, permenant save and "just for this game" save.
It's rather frustrating to have to delete or obsolete previous game's designs, I like to make brand new ones each game depending on the situations.


I agree.

Also a button which you can purge all custom ships with.

Allow tabbing when entering account details in text fields to log into Metaverse (and to a lesser extent when naming custom civs)


Please let this one happen too!

Also, What about a remember details tickbox? If that poses a risk then perhaps have it remember the last username logged on with.
Reply #85 Top
In the main galaxy screen, when I select a ship, I often want to know two things:

1. Where it's headed (ideally shown by a line / arrow to it's destination, when selected).
2. What it's logistic / fleet value is. It's frustrating to not know whether/not you can put two ships together in a fleet until you actually move them onto the same square.

Both of these pieces of info should be readily viewed in the zoomed out galaxy mode when the ship is selected.
Reply #86 Top
Hope I'm not repeating anything but here's my ideas:

Starbase summary screen along the lines of the colony summary screen showing name, location, main function and whether they can be upgraded in new weapons or a new module for their primary function (2 seperate items, I'd want to know if the upgrade is for just weapons/defence OR a module relating to inf/econ/ship assist depending on the base)

When opening a starbase's details screen I'd like to see what modules I can add without running a constructor out there to check.

When upgrading a starbase, have weapons/defence and modules on seperate tabs or have some kind of filter.

If you set a rally point and build a starbase on top of it there doesn't seem to be any way to remove the RP as you can't doubleclick it.

Is there a way to tell a constructor to upgrade a starbase when already on the same tile as it? If not, there should be. They can get on top of a base without being prompted to upgrade if they launch from a planet onto it or are already on the tile when the base is built. Currently I move them off and then back.

I don't think you get the tech details screen when you buy a tech, you should.

Can we spy on minor civs? Not seen how if we can. I'd like too.

It'd be nice to be able to rotate a ship you're designing by holding down a button and moving the mouse. This would be nice when viewing combat too.

When you click on a component in the list of currently used components (dunno what else to call it, hope you know what I mean, the list that shows under the ship model ) and click remove the component is kept on your mouse and will be placed back on the ship if you click on another placed compnent. Quite annoying untill you realise you have to rightclick to remove it, it should be removed from your mouse too.

Reply #87 Top
Trade Screen Improvement!!!!!

When trading technology, I want to know how many research points each one is worth. I don't have a tech tree foldout, and it's a hassle to try and remember it all. PLEASE put a value next to each trade item to show it's relative worth.

FURTHER, it's annoying to constantly click on and off new techs, trying to max out a deal. Take a note from Civ and include a "what would make this trade work?" button: You simply stack up whatever you want from the person you're trading with, and click it. The AI will then stack up the minimum balance of tech and money that it would take to make him agree to the deal. It's MUCH less hassle for the player.
Reply #88 Top
Oh yeah, colony manager screen shoudl show you if a planet has open tiles.
Reply #89 Top
Maybe his was a design, but it's driving me nuts. If I'm in the Colony Management (planet surface) screen and I click on "Build Ship" in the upper right to start construction or change the ship being constructed, once I'm there and have selected a ship, I have two options: "Back to Planet" and "Done". "Done" drops me back to the main screen. Not where I started from and, not even at the main screen focused on the planet I was dealing with. "Back to Planet" doesn't save the change I made.

Please change it so that "Done" takes you back to the screen that you came from.

(I encounter this issue a lot, since I like to flip through my colonys and see their queues and empty spaces and all. If I try to change the ship being built....it's a pain.)

Thanks.
Reply #90 Top
Tweak: being able to upgrade core ships. Plus they are cooler than the crap I design
Reply #91 Top
Was playing the campaign, Siege mission tonight. The Dread Lords took one of my planets (Andersona). For 2 or 3 turns after the fog of war around Andersona was lifted, even though my colonists had all been eaten.

Not complaining. I got a good look at a Dread Lord Battleship because of it (and sheesh, we're d0omed.) Anyway might be something to look into fixing.
Reply #92 Top
Oh, and one more...

While playing, Norton AV kicked into its weekly check and was slowing the game. I alt-tabbed out to shut of Norton, but when I came back all I could get was a black screen. I waited for a few minutes, but ended up having to reboot. I would call this my fault, as there's been no stability issues otherwise. But if there's something simple here it would be nice to be able to alt-tab out and take care of an email or something.
Reply #93 Top
- Add a 'boss mode' hotkey that will minimize the game to the taskbar and rename the title of the window to 'Windows Explorer' or something user configured.


I love it...

Perhaps "Productivity Increaser Mk XIV"

Reply #94 Top
just a few suggestions

-when creating ship items that were removed add themselves back on when removing the next thing.
-when ships are stacked, there needs to be some way to select just one. example, stacked constructors, there is no way to select one and have it build a starbase. it has to be moved to be seperated and selected.
-only real complaint is the the tech tree. in galciv 1 it was fairly simple you knew what you needed to get where and the next tech was obvious. dislike the laser I, II,III,IV etc... confusing and too many options and wasted time spent. you should be able to see techs and have listed what you need to get to a certain ship for example and be able to go on the tech tree and click that spot and let it autopilot and run itself till it reaches that tech.
- when it shows a tech with a ship name and it says x # techs needed, list what techs they are.

- and as always like someone else mentioned more ship models would be awesome.

thanks again for thinking about us so much and congrats on a great game.
Reply #95 Top
This might seem silly, but it bothers me.

The anomaly that has the message like "After a thorough search turned up nothing, our crew was about to leave the asteroid when the captain bent down and picked up a coin worth 1BC, saying 'Guess it's my lucky day after all!'"

Can you PLEASE make that worth 1 credit? It won't effect your actual economy (IE, the game's not gonna treat my cash as 1000.0000000001 BC) because really, 1BC doesn't either, and frankly, if I picked up a coin, by myself, worth a billion bucks (inflation or no!), I'd be a bit more excited than that guy!
Reply #96 Top
Core ship designs (colony ship, constructor, defender, ...) should be upgradeable.

The first thing you want to do once you start getting better techs like Ion Drive, is upgrade the basic designs. You shouldn't have to start again from scratch with each of the basic designs.

I suppose you shouldn't be able to overwrite the core designs, but I don't see why we can't have a "copy" feature that makes a copy of a core design, which you can then edit to your heart's content.
Reply #97 Top
Easy:
1. Game should default to auto-save each turn, with backlog of 5 saves.
(b'cos it's a pain to have it crash and revert to 12 saves earlier)
(GalCiv2 hung on me twice in a row

2. Game should default to "don't rotate view back on middle-mouse-button release".
(i thot it's a bug until i found the the setting hidden somewhere in options)

3. More meaningful help:
e.g. when my scout reaches an anomaly, it says "can't scan anomaly; a survey vessel is needed". It should tell us newbies what in the world is considered a survey vessel (i.e. special sensor module? more sensor? need to research a particular tech? special class of ship? or what???) and where to get one...
(maybe for advanced players playing using "intelligent AI", then game auto turns off these additional tips. o.w. for "beginners"-and below, more tips pls and don't assume we will read the manual, instead of jumping right into the game =P )


Moderate:
3. Make window-mode playing work, at a simple press of ALT-ENTER.
(btw, the 'fullscreen' option doesn't seem to do anything at all??)

4. In ship design, instead of having an ultra long list of 'extras'-components all saying something useless like "for decoration only", change it to small square boxes.
In this way, we can more easily choose the extras from the say 10-rows X5-columns list instead of 50-rows X1-column list. Can the ship preview window be bigger too?
Reply #98 Top
Please fix the ship hardpoints.

There's a list here: https://forums.galciv2.com/?ForumID=274&AID=102130#801195
Reply #99 Top
Oh, I was playing tonight and thought of a few other things. Hopefully it's not on the list yet (it is getting rather lengthy!).

Since the middle button is so vital to rotating pretty much anything, is there a way to override the Windows assigned function and make the middle button act like a middle button when playing the game?

Basically what I mean is that I normally have my middle button act like a double click of the left mouse button. When I tried playing GalCiv2, it definitely didn't like that. I had to change my Windows button configuration to set the middle button to actually BE a middle button before it would work properly. It's a small price to pay admittedly, but I find myself missing it when I'm not playing the game.

Also, is there any way to somehow inform the user, in a "in your face" sort of way, that a colony has finished building a starport and is ready for ship construction? I find myself glossing over a lot of the construction reports between turns, only to find out that a colony just finished a starport and hasn't been doing anything with it for a while. Not entirely sure what would be appropriate. Perhaps a small popup of the ship construction screen on the main map with the focus being on the planet in question?

Thanks so much!
Reply #100 Top
Tweak: Capital Ship movie goes off when you build a Large ship not Medium. Call me a stickler but you saw a similar movie in GC1 when you built a battleship. IMO large is for battleships and medium is more like frigates.

Tweak: Diplo Sliders scaling for money/ IP. Also the ability to type in a figure. I've been playing on games were aliens had hundreds of thousands (maybe a mil) of influence points asking for trades. Sliding the bar quickly gets into trouble. you can click left or right to decrease/increase by 1 or up down for 10. When its that much I'd like to see 100 and 1000 increments. There's some things I was trading like techs.. once I get their cash or if they don't have any I still try and get some IP out of 'em. Which they will agree to but its frustrating trying to get say 3000 out of a million.

Just a thought.

Well since the requirement is small/ relatively easy to implement - I'll save this for an expansion or later update request - "a few more hull sizes "