Frogboy Frogboy

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!

125,816 views 400 replies
Reply #326 Top
I'm sure there's a specific thread for this somewhere else, but it fits here, too. Many people feel that choosing good alignment isn't worth it, compared to the weapons of evil, or the NLC and terraforming bonuses of neutral. It seems as if being good should have long term positive consequences, to offset the short-term negative consequences.

My suggestion: give good civilizations the option to offer Defense Treaties. When a treaty partner is attacked by someone else (not when they declare war, though), they would receive ships to protect themselves. In a small way it's like the Super Dominator ability, but would be scaled down and would only benefits others, not the player. Thus it preserves the sense of altruism that should be characteristic of the good alignment, but still is something of an advantage.
Reply #327 Top
Please make the starbase hp be scalable into late game. It takes large amount of resources to make a good military starbase it makes sense for them to last.

Either:

1) Make logistics affect the starbase hp. Bigger fleets mean more hp.
2) Make hull tech line affect the starbase hp.
3) Make it a module upgrade.
Reply #328 Top
MORE PLANET BONUS TILES.
Reply #329 Top
#1 In my book would be to find away to make the empty planets fun, either they could have special resources to mine,,artifacts hidden on them, or have a new victory (total planet count victory), in which you would have to have claim on the empty planets for them to count. With the techs involved, having so many planets with no value makes no sense to me. Kudos for everything in the game so far!
Reply #330 Top
I want to be able to customize my homeworld. I want to have an aquatic from the begining. And rings insted of a moon.
Reply #331 Top
Actually, I think a nice change would be the addition of starbases to the colony management screen. Just a list showing what starbases I have, and if they are mining a resource, what kind. Also, what the highest level of mining technology the starbase is using, or the highest level of enhancement built onto the starbase so far.
Reply #332 Top
This may have been suggested before but I don't know, I wasn't about to read the entire thing.

Anyway, ever been annoyed because a United Planets Vote didn't go the way you wanted? I certainly have. I think you should have the ability to hail the other races from inside the UP screen, and try to convince them to vote one way, either through giving them something or just threatening to kill them or whatever. This is a feature in other games with a UP like thing, and I would absolutely LOVE it if they put it in GalCiv.
Reply #333 Top
If it hasn't been mentioned all ready, I'd love to have Constructors project the range of potential Starbases before they're built so we can plan the best place to deploy them without having to take measuring tapes to the monitor

Reply #334 Top
Would be nice to give constructors the ability to move starbases for you. Sometimes, you put an economy starbase in the wrong place, or your trade routes change part way into the game, or an influence starbase is no longer needed in it's original location. After you have invested so much into a starbase, you presently have to destroy it and rebuild it in an other location.
Reply #335 Top
I have another request for one of the upcoming updates. If there is a fleet parked over a starbase, then the fleet will ALWAYS be attacked first, no matter what the existing formulas say.

Either that, or allow starbases to join up with fleets, causing the fleet to become immovable unless the starbase is taken out of the fleet.. The first will be easier to add, but the second would add some strategic depth if you can get the AI to use it properly (not an easy task).

I find this to be an urgent fix, as right now starbases are hard to defend. By your own admission, you have said starbases were designed to be protected by fleets. And yet, we can't even do that. You need to look into this as soon as possible.
Reply #336 Top
Wanted to get 2cents in for defining military starbases "zone of control" as more military-oriented. There has been a little gaming-out of what looks like a good basic idea in this thread WWW Link -

I assume there are alot of people that play GCIIDA who, like me, have military experience combined with a flair for sci-fi, and personally I think it would be a mistake to ignore the perception some may have that military starbases (I see no problems with the others) are pretty much useless or not worth the effort ... even a little bit of snickering as to why they are in the game at all, perhaps ... all that aside let me say this: GCIIDA doesn't have a tactical focus, it's far too comprehensive for that. However "a strategy" is a pretty much the culmination of all tactics used to carry it out.

After playing with this idea in my head (gaming out possible scenarios while actually playing the game), I think making some small changes (relatively small but maybe big to the programmers, I dunno) would add even more depth and challenge to the game, while aligning the game play more with what might be called the reality of space militarization.

To keep this short, I won't re-post any stuff from the other thread already linked, above, but I'd sure like to hear any thoughts the experts have! It really interests me. I'm also looking forward to hearing a few boo-hoos from any well-established, complacent, "civvie warlords" that might see this as a threat to their comfortable armchair routine ...   Any takers?
Reply #337 Top
Curse ye all for digging up this thread. They already working on the update that this thread referred to.
Reply #338 Top
Some of these are "me too's" and some will have my ideas
(note i had to make a major quote to seperate all the minor ones i think)

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Starbase

Streamlined starbase upgrading. There are too many weapon/defense upgrades and they are far too costly.
A more ambitious idea would be to eliminate the direct dependence on planetary production. Allow the player to BUY starbase upgrades through the starbase itself. Racial military production bonus would be applied as a discount to the purchase price. This would DRASTICALLY reduce micromanagement for anyone who keeps good cash flow. It might also give the *AI* an easier time getting good starbases, since it just has to pay to upgrade them instead of getting a steady stream of constructors through a potentially dangerous area.


Starbases: I don't see any reason to make them huge to start with. Instead I'd give them more HP with each added module (military modules might give more HP than others) so that they may end up as huge.


Allow constructors to carry more than one constructor module. It's an easy enough code thing and it'll significantly cut down on the micormanagement. You'll still need to select the modules you like, but you won't have to do it every single turn (unless you're a micro freak and then you're just asking for it).


I was just thinking about star bases and came up with some ideas.

First, you would only need to build one Constructor, to build the initial starbase. Once constructed, a supply line is established to the nearest planet with a Starport, similar to the way the Asteroid Fields now work. Or you could if you wanted, select another planet with a Starport to supply it, with some consequences I'll mention later.

If you wanted to build a module, you would click on the starbase itself and order it's construction. The resources that are required would be drawn directly from the supplying planet's military production through the route established. The player would be able to set the percentage of this production that he/she is willing to allocate for the construction of the module, and the distance between the starbase and the planet would play a factor in the time it takes for the module to be completed, representing the time it takes a supply ship to shuttle back and forth. So while the module was being built, the supplying planet would have less or no military production capabilities available for ships, depending on how the player allocates the resources of the planet. Or, if it turns out to be an issue for the AI have a fixed percentage that's required for starbase support.

There could even be a food component involved so that the supplying planet would also need to provide the starbase with food, and also an ongoing resource supply in order to maintain the base after the module was completed. So the larger the starbase became, the more continueing support it would require from the supplying planet. Go with say one food and one military production unit for every module built on the starbase, as an example. This could kill two birds with one stone really, since it would make those 300% food tiles useful. You could use planets with a high farming ability as suppliers for several starbases, provided you bring up your production there high enough. Also with a distance from supplying planet a factor in the construction of modules, it would reduce the spamming of starbases deep in an opponent's territory. Distant starbases would take much longer to construct than ones nearby.

This would also add some realism into having Starbases. Right now they're completely self-sufficient. Once you build them, no planets are involved in their upkeep, which wouldn't be the case in reality. They will always need to be supplied with food products and raw materils to be used in it's upkeep

Starbase Transporter/Tug Boat
Provide a ship module allowing you to create a starbase tugboat so you can move them around, (slowing of course) or simply provide a module which can be added to the SB to allow it to move itself. This would allow players to change thier tactical positioning. Again this should be a slow process.
[/quote]

I like both options here

There should be two options when building.. (or a checkbox to enable it for each starbase)

Link to a planet (that planets production (or asteroids) would be used (you would have a slider to say X%))
This would give slow growth.. perfect for peace times.

Multiple constuctors per ship.. also perfect to reduce micro management

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Trade

1: Trading needs to be more profitable I dont even do it anymore . For example I will have long routes using a fast trading ship and get maybe 12bc /route and max out getting something like 250bc for trading ..wow very low when you compare it to getting 6-8000bc for tourism ! I concentrate on building for tourism and influence and economy .


Agreed.. if you up the ammount gotten by trading it would be worth it


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System management

Making the colony rush more fun would be cool (for people who use the game as a space empire simulator). It just makes more sense that an empire would be exploring for a long time before deciding to send settlers out to colonize new worlds. Perhaps worlds can be "claimed" by building an outpost first, and then colonized later. I thought Civ 4 was an improvement over Civ 3 in that respect. The settler spam phase of Civ 3 was annoying and repetitive.

Having just been made aware of the Governor in the colony details screen, I can definitely see room for improvement. First of all, it would be nice to have an "All Planets" button so I'd only have to set my preference once. I've decided that I don't want planets auto terraforming, and it would be great if I didn't have to go into every single planet screen in order to do this. Just set it once, hit the "All Planets" button and I wouldn't need to bother with it anymore.

An option to choose balanced starting positions would be nice. As it is now, at least one player gets a terrible start unless I ctrl+n a hundred times.

The ability to destroy and rebuild (elsewhere) major capitals (mfg, econ, tech, etc). Hand in hand with this, change the fact that destruction of a colony reduces the planet to Class 0. Destroying a colony should, by rights, only destroy THE COLONY, not planet's ecosystem. When the English Colony at Roanoke was destroyed, the island didn't disappear (neither did the building for that matter) just the people. And if you're thinking the colony was destroyed a by massive core detonation or some such planet devastating event, well, there are less drastic, and more efficeint ways of depopulating a colony than total annihilation. Please make destruction of a colony result in the planet reverting to its pre-colonized state. Thank you.


A map editor might help with this somewhat....

Having a govoner option to say what gets built automatically when you colonize would help with SOME micromanagement
This govoner would also have a option.. "ignore planetary upgrade /terrorforming" option

Fix the "destroy" colony bug.. its a bug when it turns to a class 0 and you only wanted the colony gone

Another option honestly is to add a "survey ship" type of ship. it would work simalar to a colony ship in the fact you can claim a planet.. but you don't get a population (robots would do all building and would not build very fast)

this would allow you to "claim" colonys but not have to worry about building them imeditally if you did not want to

(the colony could be conqured but would be more easy to influance.. and would give little influance, but would not be able to make ships research or money.)
(also this would allow to drop off coloniest using a troop transport)

This would be a one time use ship but not that expensive to make



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Minor races

how about making minor races into major races when they hit a certain level,also i'd like to see more options for custom races


I like the idea of giving a minor race a few planets and becoming a major race.. but only haveing a chance

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Bugs

1.The feature that allows you to define where launched ships exit from a planet is not working in my 1.5X game. I think I've seen posts where other people have seen this problem.

1) fix the (possible) bug with off-type defenses. some suggestions i've heard have included: remove ALL the calculation about how effective off-defneses work against improper weapons, and just give every defense a static value for which it'll work against improper weapons (so change zero-point armor to 4-10-4 in the defenses and remove all the square root business), or have the defense degredation work against the sqroot value rather than the max value - there are others i imagine you've read.


i think both bugs need fixing ASAP
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morality

2) make good a viable choice for ethical alignments. make the defense and HP bonuses they get with defense techs higher - or maybe even add new defense techs that are better than the best current ones. i like this idea. some would say 'but evil doesn't get better-than-best weapons.' however weapons are a lot costlier to research, and getting powerful ones earlier is a major advantage. i'd also consider adding other benefits to good, perhaps themed around their attraction of psychics. how about: telepathic sensors (+3 sensor module); psychokinetic warp field (either an overall engine boost, or a new engine type after hyperwarp 3). some of these ideas might begin to offset how much good sucks.


And the "moral decisions" are just *ridiculous*. Virtually all of them involve making a penalizing sacrifice as the good option, versus getting big bonuses for being an utter bastard. It's as if there is nothing but upside to being evil. Seldom is it a more realistic choice between different kinds of gain - peaceful growth versus military gain, for example.


I think that there needs to be a option... to take the best bonus but to have a cost.. either money.. or reseources.. this way you can still be good

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tech trading

Someone mentioned earlier that you shouldn't be allowed to trade/conquer/steal techs that you don't have the previous techs for. I totally agree with that. This is the way it's done in Civilization and it works well. I think this alone would go a long way to fixing the tech trading issue. You'd only have so many techs you could trade for at any one time, so you couldn't jump ahead of your current knowledge base.
3) I think you should be able to achieve a tech AND use it. Ex: when invading or trading, you should be able to acquire a warp drive II and put them on your ships. HOWEVER you should not be able to continue researching warp drive III with out all the previous techs. This would be a good balance. It would not kill tech trading, but it would get rid of the huge cheeeez of jumping straight to the end of a tech ladder just cause you got luck running across a computer file in an invasion… just because you found the blue prints doesn’t mean you know all the physics hind its workings. (this should also lessen how much the AI values a military tech)


I like the idea of being able to make the item but not research beyond it till you have filled in the missing techs.. also the limit of trading to X advanced might work?

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ships
- Large Cargo Hull (a bit more expensive than the basic Cargo Hull but with a few more Hitpoints (less than that of a tiny hull) and larger hold). Ideal for Invasion ships or large freighters (that should be able to fend off an uncoordinated pirate attack. It should cost more than a tiny/small vessel and have less HP, thus be unattractive for players to replace small hulls with it.


Ship Designer: allow viewing but not building unavailable ship designs
Allow the viewing of ship designs that currently can't be built because they require future tech. Based on a toggle button these future designs would be grayed out or not appear at all(current behavior).


I like the idea of being able to view ALL ships reguardless of class/type/tech and use them if the techs are avialable..

what if you were playing two games at the same time and wanted one ship to be in the other game.. it could not be right now


I like the larger cargo hull idea for later on in research.. it makes it easyer to work with

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Espionage!!

This system could be much more fleshed out, and without too much difficulty. Based on comments so far, most people seem to build enough just to defend themselves. There have been many requests for more "passive" capabilities of spies. Perhaps the option to gather information and raise your intelligence on other races (chance of stealing techs?) instead of sabotaging their buildings. Also the ability to cause civil unrest is requested a bit. This could come at the price of souring relations if the spy is caught, which should theoretically take some skill and maybe counter espionage tech to do successfully.

At any rate, opinions on spies seem to be that either they are a worthless expenditure in the game, or they are completely crippling to the opponent if used at the right time. i think most of us would like to see a middle ground here and get more mileage from our spies without outright attacking the other race.


making spys work better would be good.. causing unrest would be a great idea but would need 3-5 spys do to a planet

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Demographics.

Instaed of the "everyone is wiped out in planetary invasions", thre are seperate policies for conquest for each race

Annhiliation- Simple enough. Evil Only.

Slavery- conquered population porvides bonus production. there is a chance of revolt. Evil only.

exploitation- Conquered population provides bonus tax income. There is a chance of revolt. Neutral and evil.

non-policy- No effect. for neutrals who don't want to bother with revolt risk.

Equal rights- conquered population gradually merges into conqueror's. Bonus influence. Good only.

The revolt risk could be mitigated through the presence of new "police ships" or eliminated with a new "opression palace" improvement.


i like these options it would make a planet that was liberated with good produce more (your savors.. of source you would work harder to help them)

and slavery would be a good ocupation for the meat
Reply #339 Top
Wanted to get 2cents in for defining military starbases "zone of control" as more military-oriented. There has been a little gaming-out of what looks like a good basic idea in this thread WWW Link -


After playing with this idea in my head (gaming out possible scenarios while actually playing the game), I think making some small changes (relatively small but maybe big to the programmers, I dunno) would add even more depth and challenge to the game, while aligning the game play more with what might be called the reality of space militarization.


Curse ye all for digging up this thread. They already working on the update that this thread referred to.


I feel so cursed, suddenly. What could it mean?   
Um, is there a list of the updates being worked on that someone could look at? Perhaps one with the specific changes being made ah, more or less made public? I'd really hate to get cursed again ...   
Reply #341 Top
Frogboy,

Please oh pleasy please implement the changes necessary for the planned improvements to Kryo's Hull Systems Mod:

WWW Link

This would be a major boon to all of us!

GP
Reply #342 Top
Perhaps frogboy could start a new thread for ideas on 1.7 update? It's getting quite long and messy here =]
Reply #343 Top
I agree... i new thread would diffinitly be nice. i followed this thread for the first 200 or so posts... then, well it just got agonizing to read the same things over and over.

also it would be nice if frogboy could possibly post the priority list that Stardock is using to determin what gets done when. it would be nice for us to be able to understand why cirtain issues are relitivly ignored infavor of more important things... plus it would also be good for star dock to get costomer feed back on such a list. but thats just my oppinion   
Reply #344 Top
I'm tempted to start a 'Ideas for 1.7' thread but I think I should leave it to frogboy whenever he's ready

Anyway, keep up the good work and I hope to see a good 1.7 update for Dark Avatar.
Reply #346 Top
I would love to see the CLOAKING ability.


"Your ideas for the next UPDATE"

I don't mind if you want cloaking, but that is more of a thing you would put in an expansion or GC3
Reply #347 Top
Here are things that I would like to see in the next version:

1) A stardock to repair damaged ships.
2) When you make a new fighter ship upgrade all i.e. have fighership1 make fighership2 and have it so all fighership1's upgraded to fighership2 for a small price.
3) It would seem to me that when you concore a race that you would get some that don't go along and create there own civilization and would after some time become a major culture.
4) When you make new types of armor that, that should be included in the build and you should only have to place a armor point when upgrading the armor or to double up or triple up on armor in that area.
5) It would be nice to have a seprate ship creator that give you more control over the look and design, and will let you make ships then when you research all the tech on that ship it becomes avalible in your ships list.
6) Have wormholes that will let you travel from one gal. To another and provide pretty much infanate play.
7) Make alien research more on par with what I can create. It seems like when playing harder settings that other races research things faster then I can. I will have 2x's the planets they do and have all but a few doing nothing but research and yet other civ's will have there shields and lasers and so on faster then I can.
8) Have each civ. have there own gal. and can only cross over in to mine after compleating the research to cross the divide between the 2 gal's or by finding wormholes.

These are just some of my ideas
Reply #348 Top
ive said this before... as so many of us have. but im going to say it yet again, because it was not added in 1.6...

STARBASES need more hit points! im grateful for letting us repair them. that was definitely needed. but its just dumb to have a fully upgraded Starbase be soo dang defenseless. this problem causes an entire genre of galactic strategies to become worthless as you head into mid-late game. in the beginning starbases are great. the have a comparable amount of HP compared to the ships that are flying around. but once large hulls are reached they become sitting ducks. the fact that they dont move means you can bulk them up with lots of heavy hull plating... ...

ok im done. you get the point. this is a MUST for 1.7... it was a must for 1.6 but did happen and unfortunately that means the game really lost a lot of appeal to me at least till all those hours of over playing pass through my system and i can mentally handle attempting another meta game.
Reply #349 Top
I couldn't bring myself to plow through 700 posts, so my apologies for any duplicates.

(1) Cloakable (or partially-cloakable) ships
(2) Minefields
(3) Minefields which slow ship movement
(4) Carriers (I know, I know...)
Reply #350 Top
alas, i just can't stop adding to this thread:

a button on the ship building screen to allow me to make my ship symetrical after only adding parts to one side.

being able to actually see an AI's tech tree.

being able to review the tech tree during trade negotiations for those of us who can't remeber off hand which techs come after another. or maybe just have a number next to the tech telling what order it come in on that branch.

military ship having a radius where other ships can't pass (just like one sqaure or based on logistics of ship/ fleet present) but will have to go around or challenge. will make protecting your borders possible. In addition a yes/no question will pop up so you can allow friendlys to pass. saying no can start a war or damage relations. tough decisions to make.

Princess Leia in Jabba's palace outfit.

ramdom appearance or anomolies.

How about Additional parts for ships to add to combat and lessen the rock/paper/scissorsness. For instance... maneuvering thrusters that can make an enemy ship "miss" or targeting computers to give better accuracy. I'm no programmer BUT, i see it as being in reality that the components just alter the die roll for damage. So my thrusters wont really cause a miss but will cause the computer to maybe roll a zero on occasion or just lessen the actual die roll. The opposite being true for targeting.

Or the targeting computer will enable the possiblity of a critical hit, meaning the an enemy ship might lose its defences on the first volley or some enemy weapons might be "hit" and not work in that battle.

Also astromedic droids to really add to an individual ship's repair rate after a battle.

Hey, at least i didnt add that it would be easy to add. lol