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Tell us what you'd like in Galactic Civilizations II: Dark Avatar 1.6!

Tell us what you'd like in Galactic Civilizations II: Dark Avatar 1.6!

We're at your command

https://forums.galciv2.com/?forumid=357&aid=146627

We're extremely pleased to hear how much people seem to like the expansion pack (Dark Avatar) to Galactic Civilizations II. We're also glad that reviews have been so positive (average review score is about 4.75 stars out of 5).  But we're not finished yet! Tell us how we can make the game better for you.

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. Tweaks, new options, new features, improvements, etc.

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

241,099 views 437 replies
Reply #276 Top
Some new suggestions.

It may help players understand a few things better by specifying how many resources it takes to build/research something. Seems some players get confused why it takes a certain amount of weeks to build/research things.

I may be the only one that would like this option, but here goes. An option to make auto camera movement more visually interesting. For instance, when auto center on battle is chosen, unless you happen to have the camera zoomed in when you press the turn button, you don't actually see the battle because chances are you are zoomed out too far. I know I typically play at tactical zoom level. And even then the camera moves around at break neck speed. I'd like to see an option where the auto-move camera speed can be specified and an option that will allow the camera to auto-zoom onto what ever is being focused on, and afterwards auto-zoom back to the previous level. Battles would wait until the camera is fully in position before starting. May make things play a little slower to have the option enabled, but I think it would be interesting visually. Plus giving users more chances to see the very nice graphics at the lower zoom levels more often.

Something else that could be useful at least to some users. If there could be a way of seeing what you saw happen during the previous turn. For instance, if an opponent moved a ship across where you could see them, have them leave a trail or something similar. This would make it easier to tell what's going on. Something that could cycle through all the things you saw would be nice too, making it easier to keep tabs on what the other races are doing.

I have noticed that if a unit gets killed, it's sensor area is not covered back over by the fog of war. You could theoretically extend your sensor area by just leaving a unit somewhere and let it get killed off, to be able to see that area permanently.
Reply #277 Top
During ship combat it would be kind of neat if you could put transporter modules on your ships like in Star Trek to beam away teams onto a ship in an attempt to subdue the crew and steal the ship!!! This idea is kind of out there, and I have no idea how it would work but I thought I would post this idea.

Also, for the love of God, improve the animation with ground combat!!!! Make the soldiers look like the default races at least, and change weapon effects to reflect technology levels, etc. Anything besides the same old "crane tanks" and moving happy meal boxes!
Reply #278 Top
We need to be able to negotiate in the UP or at least have some automatic scaling.

For example: Tax for star bases in foreign space.

Choices 0bc - 8bc. Three votes for 0, two for 8, two for 5, and one for 3. 0bc wins! The 8 and 5 should drop to 3. Some tax is better than none, even if it is not a high as you want.
Reply #279 Top
I like it that trading with the AI is now much harder than before. Sometimes the AI just isn't willing to trade something with the player, which is good IMHO.

But it would be much easier if that would show before the negotiations. Just like in CIV4 those techs are marked red so that you know that the AI isn't willing to trade the tech because it 'doesn't like you enough' or it 'thinks you'll become a threat to them when they trade away tech x'. That would make much more sense and it would spice up negotiations even further.

It would also be very logical if the player just couldn't trade at all with an AI that hates the player or sees the player as unfriendly. Such an AI shouldn't be willing to trade techs with an 'enemy'.
Reply #280 Top
I know it has been posted earlier, but can't find the post.

The mentionned idea was to remove the red/green color in the trading screen, indicating that this trade will or will not work for sure. If removed, after some unsuccessfull attempt at trading, the AI could simply close the negotiation saying that you are wasting his time and remain unreachable for some time (affecting relations in long term).

The idea is good and I hope it will be implemented. But as for the red/green color showing the result in advance, I would suggest to make it an option (show or not) with the default value at "show". Because for newbies it is very hard to evaluate what is a good trade proposal when you don't know the techs, their value, etc.
Reply #281 Top
* Non-Genocidal Conquest *

It seems pretty inconsistent with the idea of "good" races and such that every planetary invasion results in the extermination of all previous inhabitants (except information warfare which converts a small minority to your side).

I think this could be fixed *without* radical new features like tracking seperate populations of soldiers/citizens/slaves/etc.

Basically, Planetary Invasion itself or a new tech immediately after it could split into two tactics - a "Take no prisoners" invasion similar to the current one, and an "Occupation".

In the *short* term and especially with the initial tech, occupation would be a worse option. It leads to an "occupation period" during which the planet's morale is reduced significantly, its tax revenues are reduced dramatically (so it's a pure drain on your treasury for a while), and its research/production are also somewhat reduced. During the occupation period your *influence* on the planet could also be scaled down pretty substantially (due to guerilla resistance), so you'd have to be especially careful about it flipping back.

The tradeoff is that you get to keep a significant portion of its population alive, and once the occupation is over they will be fully productive members of your empire.

That portion might be related to how "hard fought" the battle was (bloodier battle means more civilians killed). Obviously all *enemy* soldiers are going to be killed if you've won, so this is determined by how many of *your* soldiers are killed for each enemy killed. If you have vast military superiority, most of the population might survive. If you threw in transport after transport, most of them would probably die.


I think this would work reasonably well. Right now, high population is useful for generating money and filling invasion transports. From a purely military perspective, Traditional Conquest would usually be better unless you're taking an econ world or you want to strip-mine the planet's population to fill another couple of invasion transports. Traditional Conquest allows manufacturing and research centered planets to be developed immediately with no penalties, and econ worlds to be built up immediately and optionally filled up with your own population from transports. But the morale/econ penalties mean your econ world won't work well for a while, and the influence penalty means you'll need caution, an influence starbase, or a re-education center to prevent the planet from flipping back if you take away its population.


This would also allow a specific advantage for *good* civilizations which could get a unique technology (or innate ability) to improve their occupation abilities. Possibilities: reduced penalties (especially higher morale and influence), shorter occupation, higher survival rate during the invasion.


* Influence and Public Popularity *

Non-genocidal conquest would work best if the player's actions, especially how brutal they are toward their enemies, had more influence on their ability to culture flip other planets.

Right now influence is extremely primitive. The influence from planets doesn't do much more than get you UP votes (big deal) and flip any small colonies the AI puts in the middle of your space. Serious culture flipping doesn't come until you research all the way up the cultural conquest tech tree... at which point you build influence starbases that basically act as giant mind control centers, spam them across the galaxy, and start flipping planets left and right.

It would make more sense if a planet's chance of joining you had a lot more to do with how that civ's public perceived your race. If they loathe you and everything you stand for, that should be a killer to influence, they will never surrender. If you've done what they think are great things and you have a history of not genocidally exterminating them, they should be willing to join up... or even to surrender TO YOU during a war. (If you're popular, perhaps an enemy that's severely losing a war should be treated as if your influence is higher than it actually is for purposes of their planets flipping).

This would make invasion tactics matter a lot more. A key benefit of nonviolent invasion would be that it wouldn't interfere with you getting influence flips against other civs, especially the one you're fighting with. Genocidal invasions should make you way less popular with someone you're at war with. Use of mass drivers and spore ships against *anyone* should make good civilizations pretty much *never* flip to you, and neutral civilizations be extremely wary.


* Nerf Influence Starbases *

Related to the above is that making planet flipping overwhelmingly dependent on high end influence starbases is unrealistic, fairly unintuitive for new players (especially given the influence structures you can build on planets), really really cheesy, and unbalancing because the AI never seems able to duplicate it.

First, DO NOT STACK the bonuses of multiple influence starbases.

Second, I suggest an absolute limit of one influence starbase per sector. If you flip all the planets in its reach, by all means build another one, or build one slightly over the border in another sector.

Third, I suggest that if possible influence starbases actually be revamped to work like what their description implies. They could contribute *some* influence of their own through the "diplomacy" techs, but the "cultural conquest" line should be replaced with techs that extend the influence of the civilization's *planets* (which is what the description implies). One possibility is that the starbase could project influence based on a percentage of the influence level of the highest-influence planet within the starbase's area of effect. If there's no planet in the area of effect, the influence of the average or median planet in the civ, or the influence of the nearest planet with an embassy scaled down for range, or some such thing.

Reply #282 Top
^^^^^^ I want my YAR, character to be the suprememe entity in the game. Maybe every planet would have to be called YAR or It should get tribute each month, or he gets his "revenge". ok fine then DON'T ask if you don't want to know. lol

How about if EACH planet was managed like a game of civilization? And each invasion was hands on, like a first person shooter (Star Wars Battlefront type). Talk about too much management, a game would take years!

Ok im done wasting everyone's time, hope you this was worth a laugh.
Reply #283 Top
I didn't see where else to post this, but I am impressed!

I saw this game, and thought I was buying an old piece of software, not realizing it had just been released...

It has been many years since I found a game soooo addicting. This is an incredible piece of work, gentlemen!

If Sins of a Solar Empire plays anything like this via multiplayer, then I will be chained to my computer...

A+ This games is 10 stars on a scale of 1 to 5.
Reply #284 Top
Not sure if anyone has mentioned this yet, but I would like to see the story generator that was droped in beta be patched in.
Reply #285 Top
Since upgrading a planetary building costs just as much as building from scratch, it would be very nice to have some ways to prevent upgrading buildings until all the empty or terraformable tiles on a planet are used up.

The easiest way to help would be if the summary screen after each turn specified whether any given build project was an upgrade or not. For example:

Planet X has just completed building a ________ and will begin building a _______ (upgrade). Currently it sais what you will be building, but foes NOT tell you whether it is an upgrade or a build from scratch, so you have to go to each and every planet every time a new project is started to make sure you are not upgrading prematurely.

Even better yet, it would be AWESOME to have an option that would automatically prevent upgrading any buildings until all free or terraformable tiles are used up.
Reply #286 Top
1) Some more points for Custom Races. The stardard races seems to be so much better.
2) Rework the Defence-System Shields give a better protection against Missles than ECM does? - Something must be wrong.
3) Fix the attidute of some races. It happend more than once that a race suddenly gebin a war with me, but I had never done anything to them, and they seem to be noramly a peaceful race.
4) Fix some of the Megaevents. It just happend that one of my enemies get an extreme Influence-Fashion-Bonus, took over nearly everything in 10-20 Rounds and i got after 3 round an extreme maulus to influence phoie verusus my race.
Reply #287 Top
Starbase improvements:I know thats not something new but since i red some of the other posts about starbases i have come up with an idea of how to implements all these stuff.
1:Starbases are to use a different combat system.In the combat system when a ship attacks it rolls a number from zero to the max number of its attack points then the defending ship rolls a number between zero and its maximum defence points, for starbases what should always count is the maximum points (only for defence mind you), only by this the survivability of each starbase is vastly improved.
2:Docking bay module.I have red in a post about not being able to fleet together (or station a fleet) a starbase and a protection force.This module should work exactly as a starport (except the building part) meaning that when you station ships in it, they will actually form a fleet that will protect the shipyard much like in planet orbiting situation, but what would be different is that the starbase would still take combat damage.Also when ships are stationed in the docking bay (apply only in military starbases?)they could be repaired and upgraded (reduced cost).Of course there should be 3 different docking bay sizes: Small 3< Medium 6< Large 10.
3:Constructor micro:Constructor micro management could be improved by applying the transport module rules at the construction modules.When a ship has 1 transport module it takes 500 troops when it takes 2 1000 troops etc.We could apply this for the construction modules 1 construction module=1 starbase module, multiple construction modules=multiple starbase modules.(I have not tried this yet so i don't know if it already applies).
Off game suggestions:Since you are updating the game quite often you should be giving a detailed bug fixing report.A Huge (and better) PDF format manual that shows and explains with examples every aspect of the game (no offence to any of you guys but some off the suggestions already exist into the game).
Finally i would suggest a developer forum:Some have tried it and it works.Make a seperate forum (with far stricter rules) where everyone that has an idea that could benefit the game could post it and know that a developer would (actually ) read it and discuss about it.
Reply #288 Top
A way to play our own mp3 in-game ? I do like the music you made for the game, very much, but that would be cool to be able to hear other things ?
Everybody has a good sci-fi soundtrack (SW in my case).

And another thing, the defense system. It has been mentionned in this thread that it could be shields (or other defense type) damage first, then hull damage and a regeneration time for shields if the hull survives (pretty much like in ST and SW). I do approve !
Reply #289 Top

IA: the ia would have to be less stupid when we ask him to declare the war. Example: I ask him to attack my ally. He is stupid that he is accepts my proposition because I am going to enter the war against him.

IA: establish the notion of rumour when one involved in the declaration of war between two races. Rumour which could appear or not and played in our disfavour in the relations, or going to declare us the war.
I propose a weak percentage of chance of appearance.

Starbase: make more attractive bases, by allowing them to defend a sector. Ex: 10 % of the firepower when an enemy fleet comes in their influence zone. (Once by turn ) (see a rate of percentage following the size of the ship, 25 % for massive one, wide 20 %, medium 15 % etc.... More it is small less it is easy to touch it, logic?)

Ally: allow a rally point with our ally for an offensive (attack?) major. (With a timeout turn, after the attack is launched)

Ally: Ask help from an ally via a rally point. (Establish a limit not to abuse it ^^)
Our ally send starship for helps us to specific sector or planets

This would allow the alliances to win in credibility and to avoid that each attacks in their side...

Mega events: schism of dominating empire to boost the interest. A new civilization appears, or maybe the last was conquered by this empire.

Mega events: a fleet of starship found to help a player in phase to lose.

Mega events : Possibility to choose the mega events that we want in the game?

Wormhole : a "permanent" wormhole, so that it becomes a strategic place during a war.

Ps : sorry for my bad english :s
Reply #290 Top
Without political opponents and a hostile media, being Emperor is far too easy. In fact, there should be a chance that I get deposed which would end the game!


...that's sortof what being an Emperor is all about. No political opponents and no hostile media. You're the friggin' Emperor, you can execute anyone and have 600 concubines.

Sure, IF you're an emperor you always have scheming nobles and relatives and opressed minorities planning to kill you, but a good emperor has killed them all already, and has blown up all the media outlets, and has disbanded the imperial senate. (And has decided to build a death star.)

That's why it's good to be an emperor. Much better than king. And in all honesty... It's good to be the king.
Reply #291 Top
Omigod...


Here’s my pretty huge list of things I’d LOVE to see in 1.6 or a new expansion. All these are not necessarily my ideas as I have read a lot (over 100) of the replies on the 1.6 threads and I implemented some here.

Race-specific techs. For custom races, we could choose which one we want from the ones the existing races have. (They would be sort of super abilities that would have to be researched).

One super ship per race. Either specific for each race (maybe linked to the race-specific techs?) or to be able to make a ship the "Flagship" and he would get a +300% attack for each category or something. Or Heroes that could go from one ship to another and change the speed, range, attack, defense or sensors or other things of the ship that contains it (they could be found in anomalies (a half-destroyed spaceship or an escape pod)). They could also be assassinated by spies if said spies are left alone for too long. Heroes could also affect planets.

A way to spy your allies/friends without stopping one their planet's building. Maybe this could be the return of the espionage slider (and the spies slider would be renamed to sabotage).

A “Take the homeworld” victory condition. To win you could conquer the homeworld of that civilization. Of course, when this condition is on you can’t change your homeworld. This would make big conflict zones near civilizations’ homeworlds and also make military starbases more important.

A miniaturization, starting world quality and logistics ability to put your racial points in.

Stealth module for ships and a detection module to find them (which would be in the “sensors” technology and that would make them more worthwhile to research). The stealth modules would take a lot of space and would have to be researched for each size (meaning that there would be “stealth” that would give you the module for tiny hulls, “advanced stealth” for small hulls and so on…). Hidden ships would move more slowly and starbases’ sensors would detect them (making these worthwhile to research as well).

More space terrain such as: nebulas that slow down ships and/or diminish their sensor range, black holes that are simply impassable squares, permanent wormholes that would make bridges through space and conflict zones to control them, space poison zones that would hurt ships. They’d make ship speed more important because I usually build a huge army and then go there no matter how long it takes. We would also have to ask ourselves “do I go through the poison or do I circle it and risk having my planet invaded? How much terrain is on the map could be chosen from rare to abundant when setting up a new game.

Star gates. They’re in DL’s intro so we know everyone has the technologies for it. It would be a late tech which would allow you to make a star gate building (and it would take long to build) and it could either connect to any other star gate you possess or it would be linked to only one of them.

No diplomacy hint. The text wouldn’t be red or green or if it was green it wouldn’t be a sure deal. Relations with other races could change like that as well (they’d get upset after a few tries and cease the communication). We could also ask : what would you give me for “…”? Moreover, to be able to turn on and off the “diplomatic relations (“warm - wary”) slider and to have to guess from their speech or to have the slider be a result of your meetings (so you know exactly how bad your last conversation was…)

Restricted view on techs. You could only see part of a given race’s techs which would depend on spying. The agents that would be looking for techs would be harder to find before they can be nullified. Seeing how many replies talk about tech trading, the implemented suggestions should be in a dropdown menu in place of the “no tech trade” button.

Queuing. For techs and ship building (also the ability to repeat a queue like in Supreme Commander).

Movement for starbases in some way. Either for military starbases only or all of them and either through a ship that could push it around or through a module.

A repair bay and repair robot module for starbases. The first one would repair ships that “dock” starbases and the second one would repair the starbase itself. It could make way to some pretty cool space bases where your ship congregate. Starbases should also have their HP boosted with every module built.

Space mines. Not mines as in asteroid mines. Mines as in exploding mines. They’d be ships that would stay in place and damage ships that get to close (the range could change with the number of modules or techs). They could even go stealth (at the cost of reducing their explosion range maybe? It would also make stealth VERY important).

To be able to create a game with one or more technologies already researched for everyone. We’d have the tech tree and simply select which techs everyone starts with.

To be able to put spies on starports and starbases. On starports they would only slow the production however (maybe they could be stacked to reduce even more) and on starbases they would nullify a module (and after a certain number of turns the module would be destroyed).

The United Planets is too limited. A system to have someone (the one with the most IP?) choose the topic (which could have diplomatic relations repercussions) or choose “Monthly, Quarterly, Bi-Yearly, Yearly, Never” when creating the game. Choosing the topic would also make IPs more valuable in diplomacy and in general. Maybe there could be an event or mega-event that makes the UP vote two or more laws.

Negative racial traits like -10% research to gain an extra 2 ability points. A no-super-ability that gives you twice as much racial points could be cool as well. An extra-starting-techs racial ability that would allow you to put more points for your starting techs would create some interesting choices (it could also help make custom races more balanced with preset races). Right now custom races are too weak right now (maybe 20/25 points instead of 15)

To be able to change the color of a race even if they’re chosen randomly, already created, or even for the preset races because it can be hard to distinguish the korx from the yor, the and the .

A galactic wonder that reduces the maintenance cost of ships.

Border control through techs, diplomacy or initial settings. To limit certain races from entering your influence; it could be done through an event, a mega-event or a United Planets vote.

To be able to choose settings for races even if we choose “random races”. I often want to put random races but I realize that if I do I won’t be able to choose their dvanced settings like personalities and so on. Random shouldn’t “wait” for it to be in-game. There should be a randomize button that scrambles settings and THEN we could change some settings.

New way to interact with invaded planets. After having conquered a world (and doing so should also be changed to killing only soldiers, not civilians), you would have a few choices as to how to treat captured citizens that could depend on your civ’s alignment. For example: kill of all prisoners to boost that planet’s loyalty (if evil), enslave prisoners for extra production but risk of revolt (could be reduced with an evil-only building, if evil), leave them choose whether to join you or not (it would depend of on influence, neutral), keep them in prison to boost morale? (neutral), offer them integration plans that would cost you money but increase the number of people that stay on that planet (good), offer transportation to the closest planet to lower that planets loyalty(have a message to indicate which planet it is, some would stay, good). There could be other choices.

Multiple governors that build improvements in a user-defined order just like in GalCiv 1. It’d be a 1-click solution to starting worlds in huge maps.

Seeing how ship design was successful, implement starbase design with starbase only jewelry. They don’t always look right with your ship style.

Scrolling with the arrow keys without having to press shift and at the same speed as when you move your mouse to the border of the screen since no one moves ships with them.

Maybe have some improvements not take a tile in the colony screen. I know I never build some of them because tiles are simply too valuable. Once built these buildings could show up in a list when you click on the initial colony tile. Otherwise, they could appear on squares that are not green, orange or yellow tiles.

Space missiles. These are ships that inflict the damage of the “weapons” you put on it only once. Maybe they would get a bonus attack and speed for being missiles.

Update the tutorial movies. I know a lot of players don’t want this because they already know how to play the game but when I first played it I was REALLY at a loss as of what to do. The manual could also use an update. Maybe the birth of a “Tutorial scenario” (it would show up on you first game and have a specific map) could solve this problem.

In-game notepad. Maybe several of them, as in one per planet or something. They could have a “set reminder in X weeks” option as well.

A “Fleet-command” module for huge-hulled ships. When in fleet with other ships, those ships would get an attack bonus. This could also be another ability of the civ’s “Flagship” Maybe also have huge hulls be slower so we get the feeling of maneuvering a battleship class behemoth (and slow the fleet that accompanies it). Smaller ships could also have a chance to “dodge” huge hulls’ attacks.

Good choices in the random 3-way “morale choices” shouldn’t be bad but only different from the bad choices. Also lots of people think being good simply sucks and that an evil-only building is the only way to win in suicidal.

One starbase class per sector or maybe simply one economy starbase per solar system or sector should be the limit.

Reappearing anomalies to make the Galactic Guide Book useful. There could also not be tons of them at the beginning of the game and have them popup everywhere progressively to make sensors and scouts more important.

A button to move the selected ship to its destination and another one to move all ships to their destinations (the old spacebar hotkey).

A new governor that “sends ship type X to this waypoint”

Different sorting methods in the shipyard and the sorting would be the same on every planet’s starport. The methods would be Cost, Maintenance, Size, Beam attack, Missile attack, Mass Drivers attack, Beam… defense, Range, Sensor range, Modules…. Among others things.

If you get weak in one area such as diplomacy or morale or influence or military production, the party that has those as bonuses gains more votes in the party elections (if that’s not already the case).

Some sort of upgrade for ground combat. Maybe even a ground vehicle design screen?

A new, factory type starbase. It would be able to build faster and faster as you add modules. Maybe its distance to your planets could be limited or it could not be and that would boost the importance of scouts.

A setting to have a race be an “aquatic race” for example that can colonize aquatic worlds from the start but not regular (maybe they should then be called “oxygen”) worlds. That would make less conflict for the initial colony rush. It would also make races more special in a purely cosmetic way.

Wow…. 2,004 words and 9,359 characters…



All completely awesome ideas. Took the words right out of my mouth. I know these aren't '1.' features but I'd really like to see improvements like these...eventually.

I especially would like better ground combat, racial differences, like in population, capturing, enslaving, etc, being able to be a piecemeal race by having many different citizens like the Tau in 40k, or the Federation, or a more singular and evil race that exterminates everything that's not it.

Being able to take penalties in racial creation, like Aquatic world, Research penalties, etc, and making these sorts of strategies actually viable would be nice.

I'd love better espionage, I don't always want to sabotage and even dumb AI finds my spies too quickly, it's ridiculous, and they never use spies.

I'd like to be able to customize starbases more, and maybe also capture, rather than destroy, Starbases. (Like Terrok Nor, AKA Deep Space 9)

Lastly, I'd really love to see permanent wormholes, and buildable stargates to change how travel works. It'd be awesome to be a slow moving, super-hiver race who never researches fast engines because they use stargates, or a race dependent on a wormhole for hit and run tactics. Thanks guys!
Reply #292 Top
Here is a good idea I just thought of: When you research a planatary improvement tech like soil enhancement or habitat improvement, don't automatically add all of that to the building quea (sp?), but instead, display a notice that the planet has unused building choices when it comes up. That way, you spend to upgrade one planet tile at a time on your planet before then building a new improvement on that tile which makes sense.
Reply #293 Top
Dear Devs,

I DEMAND that you include the following in the next patch:

1) The ability to switch to first person mode. I want to be able to switch to first person mode on any planet or ship, so I can explore it and look around it, and any building, room, deck there is on it. I want to be able to interact with every individual on every ship and every planet, with multiple dialogue choices, and randomly generated plots and stories with all kinds of intrigue and adventure. During ground battles, I want it to play out like a game of Battlefield, with vehicles, and respawns, and all kinds of weapons. The team with the highest number of points wins the planet.

2) The ability to design the physical look of custom opponents. In the same way you can create Sims in the Sims 2, or characters in Oblivion, I want to be able to design the look of my custom races, in 3D. I want different skin colours, limbs and other appendages, marks, horns, fangs, hooks, hooves, teeth, claws etc. to be available to make a unique and custom race, that will appear on my screen in 3D and try to talk to me using all sorts of body language to show off the custom bodies and clothes I created.

3) Fully involved space battles. This is possibly an extension to demand number 1. I want to be able to switch to the pilot's view in a ship, and fly it around during ship battles so I can shoot the other ships down myself.

4) Voice recognition. I want to be able to physically talk to the AI players and engage in REAL diplomacy with them. Of course, before the Universal Translator is discovered they should have their own distinct languages, which the player can learn so we can circumvent the UT in some cases and talk to them in their own tongue.[/color]

These MUST be included in the next patch, or as long as you put some of them in, the rest MUST be included by patch 1.7.
Reply #294 Top
you must put evil muppet in the next patch

not a sim of evil muppet but evil muppet himself
Reply #295 Top

Dear Devs,

I DEMAND that you include the following in the next patch:

1) The ability to switch to first person mode. I want to be able to switch to first person mode on any planet or ship, so I can explore it and look around it, and any building, room, deck there is on it. I want to be able to interact with every individual on every ship and every planet, with multiple dialogue choices, and randomly generated plots and stories with all kinds of intrigue and adventure. During ground battles, I want it to play out like a game of Battlefield, with vehicles, and respawns, and all kinds of weapons. The team with the highest number of points wins the planet.

2) The ability to design the physical look of custom opponents. In the same way you can create Sims in the Sims 2, or characters in Oblivion, I want to be able to design the look of my custom races, in 3D. I want different skin colours, limbs and other appendages, marks, horns, fangs, hooks, hooves, teeth, claws etc. to be available to make a unique and custom race, that will appear on my screen in 3D and try to talk to me using all sorts of body language to show off the custom bodies and clothes I created.

3) Fully involved space battles. This is possibly an extension to demand number 1. I want to be able to switch to the pilot's view in a ship, and fly it around during ship battles so I can shoot the other ships down myself.

4) Voice recognition. I want to be able to physically talk to the AI players and engage in REAL diplomacy with them. Of course, before the Universal Translator is discovered they should have their own distinct languages, which the player can learn so we can circumvent the UT in some cases and talk to them in their own tongue.[/color]

These MUST be included in the next patch, or as long as you put some of them in, the rest MUST be included by patch 1.7.



You have to be joking...
This must be a joke really...
Do you have any idea how time consuming everyone of these is???Not even considering the budget each and everyone of these will demand???
If this is a joke put a smilie in or type JOKE post in the end
Reply #296 Top
Of course its a joke.   

And yes, put me in the next patch! Make a minor race run by me, with star killing weapons.
Reply #297 Top
Regarding the genocide capturing of planets:
I don't think that you actually commit genocide, remember the actual population that shows is not everyone on the planet but everyone who is paying taxes.So in theory you don't kill everyone, if you want more people on a planet build an improved colony ship (multiple colony modules) and then sent the extra populace into the decired planet.
Back to suggestions:Could someone fix the difficulty of the campaing???I am playing in cakewalk and the dread lords wreak havok all over the universe and when i switch to normal i actually can wait and my allies can take them over in a matter of years.What i really mean is the AI should be like this:Cakewalk->Allied AI Genius ->Enemy AI stupid.Normal level-> All equal.Suicidal ->Allied AI stupid -> Enemy AI Genius.
Reply #298 Top
Thought of a very simple fix that would make designing new ships less painful: When upgrading an existing ship design, let all the components of the old version carry over into the design screen, not just the hull and jewelry, so you don't have to rebuild everything just to make a minor change...
Reply #299 Top
This is a minor detail, but I'd love to be able to continue playing after attaining a victory. This might not make sense with certain victory types (technological victory springs to mind,) but it would be nice, even if no more scores were compiled. It would also be great if we could see the influence our victory had on the galaxy in subsequent gameplay. For example, a diplomatic victory could earn us even more diplomatic popularity and savvy in other civs' eyes.

Something like Civ IV's "vassal state" feature might work well in this regard. Perhaps some civs could go "rogue," essentially defying our victory and giving us something fun to do - even if we didn't get scored on it - after winning.
Reply #300 Top

Thought of a very simple fix that would make designing new ships less painful: When upgrading an existing ship design, let all the components of the old version carry over into the design screen, not just the hull and jewelry, so you don't have to rebuild everything just to make a minor change...


It already exists in the game.
Back to suggestions:Capability to access the shipyard in the main menu screen.We all in a degree use the shipyard in order to make our own ships and create a winning fighting force but when for example i wish to just build a new dreadnaught class from scratch i will have to go all over the game just for that.So capability to access the shipyard i the main menu screen, with all the components and weapons (and of course every race) will be approved by all the fanatical shipbuilders.