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Your ideas for the next update!

Your ideas for the next update!

Features, tweaks, changes, you name it!

For those of you who are new to buying Stardock software, the product you purchase is just the beginning of what you get.

Stardock updates it software based on customer feedback.

In the case of Galactic Civilizations II: Dark Avatar we are lookoing for suggestions and feature requests that players would like to see in a free update.

Mind you, these can't be massive new features (i.e. "Multiplayer" or "Fleet combat") but rather little things that you think would make the game more enjoyable for you and others.

Let us know what you'd like us to do. We are at your disposal!

125,843 views 400 replies
Reply #301 Top
Here is one "problem" that drives me NUTS, to the point where I started cheating and stopped playing the regular Galactic CivII campaign.

Why do my research accomplishments not carry into the next round in campaign mode?
Reply #302 Top
I agree with those who have pointed out the "penalty for good" feature of the present system. As some have said, chosing good is equivalent to playing one difficulty level higher ... and it does not seem to have the kind of balance I assume the developers are aiming for. The balance needs to be addressed in the two ways that "good" is disadvantagaeous:
1) In the "choose one of three" events, "good" is almost always either accepting a penalty or forfeiting an advantage. This should be evened out with advantages/penalties going in different ways.
2) In the advantages given form Xeno Ethics, bring the advantages of "good" up to the level of the other two.
Reply #303 Top
Ok a few ideas from me;

1.) Space monsters/Pirates. e.g. these could appear and head for random worlds as in Moo2 and would give good reason to invest in weapons early on with less agressive civilizations as oponents. Also they could be used to guard anomalies as others have said.

2.) The specific missions for spies on a planet e.g. Information gathering, technology theft, fermenting insurection, sabatage.

3.) Weapons at or near the top of a tech tree that can a.) destroy a planet and b.) destroy a star and everything round it Like in "Judas unchained".

4.) More animation of my own race. e.g. instead of a robot presenting technology have a scientist of the race I'm playing present it. As it is I hardly get to see the race I choose.

5.) Make uninhabitable worlds useful by allowing orbital gas mines to be constructed around them.

6.) More spy related technologies.

7.) Stargates that are built like space stations but allow jumping of ships between any two star gates under you control. These woud be a high level tech and unlike the old prehyper drive stargates create zero length wormholes that could be transversed at no movement cost.

8.) Consider letting the member of the galactic senate with the most votes table the motion at the meetings, so if I control the senate I can use it to my advantage.

9.) The ability to set a different tax rate on different planets to help lower unrest on larger worlds.

Anyway there are a few ideas from me, great game by the way.
Reply #304 Top
A little change to increase Fun/possibilities for modders:

jewelry which adds Hitpoints to the ship and costs masses of money.
then you can improve your ship after you have researched everything and build and build... the ultimate ship....ultimate 2...etc

The costs of this HP jewelry have to be so high that it don't kills the balance and just rich races can use them, well it's an idea and I have lot more ideas how to make mods with that change =O)

thank you in advance!
Reply #305 Top
How about the option to build ships that have only thrusters for movement in normal space and so effectively are confined to orbit around the planet that creates them.

This would effectively give some more room in whatever hull size you chose and allow you to build an Orbital defence platform around your planet.

You could also add a fighter ship type which is a tiny ship like a tiny orbital defence platform that has no space warping engines. These ships can only leave orbit in the “Fighter Bays” – A new ship module, of larger vessels. The number you can fit in depends on the number of fighter bays. These ships are treated as part of a fleet with the base ship when combat starts.

Reply #306 Top
How about creating a GUI for the AI so we can tweakit without having to dig through piles of code? Something very visual like clustering all the Drengin ship parameters on a picture of a Drengin ship or some such thing. You could even put it in its own module. Wouldn't that be sweet!!!
Reply #307 Top
What I'm missing so far:

- Map editor
- Space Monsters (either guarding planets / anomalies / asteroids or as events, heading towards a planet)
- More diversity in the weapons tech tree. Branch each weapon into two: One small, low damage and one large, high damage. That would give more options in ship design.
- Sliders for frequency of events / mega-events.
- More points for designing custom races, or at least custom opponents.
- Better balancing for 'good' choices.
Reply #308 Top
I would like to see some sorting of ships possible in the orbiting ships queue. Sometimes you get 'holes' in the lineup when you make for instance the third ship in the line leave orbit. Also changing the order of ships by dragging or something like r-mouse click moves ship up front can by handy. In this way you can make the line such that new ships always endup at the end of the line (and not in the holes) and you can easily rearrange a line such that for instance your planet defender is always first in line.
Reply #309 Top
Another one:

I'm annoyed at a stream of former enemy ships that keeps hovering around one of
my planets. It would be nice if the AI automatically 'retreats' these fleets and
moves them to another position. Another solution could be that you can demand from the AI to move their ships from your territory.
Reply #310 Top
Allowing ships to "patrol", which would essentially be like explore, but would keep them within the boundries of your area of influence, going into a sentry mode (focusing when there's a ship in its sensor range). And allowing the player to contact other civilizations to remove their ships from your area of influence (which of course would be influenced by your diplomacy skill and influence points)...they'd also be able to do the same. The only caveat would be if an alien's world is in your realm of influence, you cannot command that they remove ships if their homeworld is set to the world in your realm. Make sense?
Reply #311 Top
Hmm, off my hat :

1/ In the planet screen, a button to just *shut down* production of any type (mil/prod/res), so I'm not ruined when I invade another race capitol (for example)

2/ Some more sensible management of population : currently, if I build farms for 24b people they soon become angry, when I destroy the farms and half of them die they're happy : don't you see a problem here ?   

3/ (already proposed) : "more picks" for custom races bonuses, currently they're subpar

4/ More superabilities, but more balanced : some are rather crappy (superspy..), some superpowerful (superfertile+morale bonuses...). Maybe we could have some X points worth of abilities, each costing 1 or more ...

5/ Spy costs according to number of spies still alive, not total number produced. Currently you build 4-5 spies, they get countered, and you can forget about spying.

Reply #312 Top
How about updating the DL hulls to look as "shiny" as the DA hulls. Not too talk about the jewellery! (too much work?)

Thanks
Reply #313 Top
How about a diplomacy option to ask the AI to withdraw its ships in your territory, or vice versa?
Reply #314 Top
I really hope Kryo or Frogboy actually reads these posts so all of us here are not posting for nothing.

That said. There is a bunch of issues that really would help the game.

1.Minor Races. Has anything been done about the AI for them yet? Some minors actually do stuff others sit around doing absolutely nothing until so major comes over and kills them. This is pointless, really. Let them colonise a planet or two and let them become a major like ppl said if they become stronger enough or if other majors surrender to the MINOR. I've noticed that the minors who comes into the game later through events are the ones who end up doing nothing.

A more radical suggestion would be to make the minors like in Birth of the Federation where you have the opinion to let them join your Empire after you enhanced relations with them giving you their planet-specific special abilities such as better defense of that planet or better research on that planet. Minors were a important part of that old game.

2. Starbases. They need more hitpoints. This can be solved simply by classifying them as huge hulls. Also in the late game starbases, even Military Starbases that act as my Fleet HQ are killed way too easily. Tweek the defense modules to make them actually worthwhile. Fully developed starbases took a huge amount of time and effort and they should be able to survive more. Also giving races different hull styles for starbases would be awesome.

3. Diplomacy. More treaty opinions such as being able to close your borders to other military ships unless you have an alliance with them. Other races that need to cross your territory can request passage.

4. Combat. The type of planetary attack should impact your ethical alinment. Core detonation and other "genocidal" opinions shouldn't even be offered to pure good races or if they choose to do so it should make them shift. Good, Neutral, or Bad should never be "locked" because it needs to be based on actions and not some special technology you researched. Also in planetary invasion, the orbiting military ships should provide attack bonuses when you attack with the troop transport. This one is so obvious.

5. United Planets. The penatly for leaving the UP is too harsh. No one in the mid game can survive without trade, the penatly should be a relations hit for being a political pariah and for being isolationist. There should also be an opinion to propose certain bills to the UP such as increasing trade routes, putting a galactic fair, taxing evil races, providing money and help to a minor under attack, etc. This means there WILL be emergency sessions and the UP will meet more frequently with limits say once every 3 weeks unless it is an emergency session. There can be a fee for this and the type of proposals could become available as you tech up. This would make politics VERY influential as the other races will vote favourably to your proposal based on their relations to you. A race targeted with a negative proposal could leave the UP. The diplomacy victory could be linked to the UP.

This would obviously take a lot of work but you have hundreds of people like myself in the fan community willing to help out with writing bills, etc. But imagine.

What do you guys think.

Stardock PLEASE ACT on the sum of all of our contributions. DON't let us post here for nothing.
Reply #315 Top
Also giving races different hull styles for starbases would be awesome.


Seconded. There are different styles for hulls, why not for starbases. We have to click on them to see where they belong to. Their colours don't really help..
Reply #316 Top
1. In DA, the colony list should show for unowned planets what type they are?
Radioactive, toxic, etc.

2. The player should have the right to reject stolen tech (sometimes enhanced factories can bankrupt you)--this should be done in DL too.

3. Abiltity to create and reuse queues for planetary improvements. On many of my planets (not all) I do the same thing for the list of planetary improvements.

4. A slider that determines how many "unusual" potentially inhabitable planets there are compared to ordinary inhabitable planets. The unusual are the toxic, radioactive, aquatic. I also don't like the fact that if you research aquatic, you have to research it again to have full use of the planet. The first research is virtually useless since it takes so long to build things on half the squares. Takes too long.
Reply #317 Top
I'd like an option in the Planetary Governor screen to set the rally point for all colonies building a particular kind of ship.

I would also like the ability to change a planet's rallypoint on the Colonies screen.

I often keep my types of ships going to seperate, nearby rallypoints to allow me to sort them into fleets the way I want, and the only way to do that is by hand on each planet that's producing ships. Being able to say, "every planet building a constructor, go to this sector. Every planet building a new heavy fighter, go here," would be a huge help.
Reply #318 Top
Stardock PLEASE ACT on the sum of all of our contributions. DON't let us post here for nothing.


As you can imagine some things people have proposed aren't really feasible outside of a second expansion or sequel, but that doesn't mean nobody's watching. We wouldn't solicit ideas if we were planning to ignore them.
Reply #319 Top
I'd like to see an option to create a costom minor race.
Reply #320 Top
This thread is rather long...
Guess Stardock is taking notes.
Would be nice to have some feedback after 7 pages of thread in the form of:
1) ideas accepted (twisted / merged / ...)
a) feasible in a small upgrade
b) confidered for future
2) ideas unfeasible / not aligned to goals / not effective

I understand that one major problem is to have the AI use the new features.
Reply #321 Top
Apologies if some of these have been mentioned before, but here are my suggestions:

1. Manage starbases similarly to colonies, with an improvement queue. Each constructor arriving in the starbase can then be used to automatically upgrade it

2. Events that can turn some AI players really strong (precursor device?) should optionally be triggered for the player's civ as well
Reply #322 Top
First of all, I'd just like to say that this is possibly one of the greatest games I've ever played (still reserving judgement on Spore!), with the originality of Space Rangers 2 and the civ-building of... well... Civ. Here are a few things that I would hope to see implemented:

1.I'm sure this has been said by more than a few people, but maybe there should be an adjustable parameter for minor races to make them more competitive (but not as much as in the prequel)
For example, have you choose whether they

1) Stay on home planet
2) Colonize home system
3) Colonize home sector

Or if that's too hard to implement, it could be slaved with a "minor races difficulty level" or smth.

2. Also a function that would upgrade all of an existing design to a new, better design (or at least as many as possible depending on your economic situation) would be nice.

3. Expanding on what the last poster had to say, have a (possibly text-edit) function allowing the player to handpick which kinds of random events he/she wants/does not want in a game

4. War weariness - a concept from the Civ-series. Effect depends upon whether you are/are not the aggressor, how the war is going, how long the war has gone on, etc. The effect should be lowest for imperial governments and highest for star federations.

5. This might be something of a stretch: morality choices that don't center around the "1 good, 1 evil, 1 neutral" system as of now. For example, there could be a "damned if you do, damned if you don't" event where all three choices move you towards evil. The specific choices determine HOW MUCH towards evil you move. Also there could be foreign or domestic policy choices (that show up as a random event) that dont change alignment at all, but rather are more geared towards the civ. Two examples:

Increasing numbers of citizens are demanding a new policy on healthcare to deal with the increasing cost of insurance (to remain apolitical each choice will have tradeoffs)
- Implement Universal Healthcare: +10% Growth Rate, +10% Morale, +5% Production, -10% Economy
- Implement Mixed Government/Privatized System: +5% Morale, +5% Growth Rate
- Implement Privatized System: +20% Economy, -10% Morale

We are to choose our ambassador to the United Planets. Each public servant has had extensive experience (both positive and negative) with the other races, so choose carefully
- Guy A: Plus Relations w/ A,B,C, Minus Relations w/ X,Y,Z
- Guy B: Plus Relations w/ A,B,Z, Minus Relations w/ X,Y,A
- Guy C: Plus Relations w/ A,Y,Z, Minus Relations w/ X,A,B

etc etc...
Reply #323 Top
Mega events that involving artifacts

1. Requirement to do archeological digs on planets or asteroids requiring you to invest in new techs to decipher and figure out the meanings of the artifacts or to use them.

2. One race finds a powerful artifact that requires the player to find the counter artifact to nullify its powers

3. Ability to land or setup research outposts on planets uninhabitable for locating these mysterious artifacts?

4. Requirement for a number spies to be used to infiltrate certain projects to retrieve data if one race finds a piece of artifact that you don't have, so not all is lost in the race for the artifact.
Reply #324 Top
In the battle screen you presently show the ship status as one square box representing the hit points left. It would be neat to also show the status of sheilds.
Reply #325 Top
I noticed that in one of the updates, you added a feature where if you click to add money to a trade, the game automatically gives the most efficient amount that will make the deal work. In other words, the game tells me the minimum amount I have to pay, or the maximum amount the AI is willing to spend. This is a great feature, and I would like you to extend this feature to influence as well.