Things GC2 needs

I was just playing on a huge map and a couple things I noticed that would help. Maybe these are already in game and I just don't see them or how to turn them on.

1. Auto Space Miners. Space Miners should use the same auto code as flagships except targeting any owned asteroid belt that is not maximum quality.

2. Intercept report. Moo2 had this. This alerts you whenever an incoming fleet is targeted to intercept one of your fleets or worlds. You could have degree settings so that you could warn only if its an enemy, or only if the fleet has troop transports. it was really hard on the huge map to see what was going on with all the icons all over the place.

3. The ability to sort planets by whether you have their colonization tech maxed. I got early colonization techs, colonized a bunch of planets then later when I wanted to see how much upgrading colonization would be worth it was hard to find all of x type worlds.

4. A "next turn until" switch like Moo2. Many times the events that show up between turns are either already taken care of (one item built out of a que on world X) or not something I would slow game play for like my forge world building yet another small fighter (once per turn

5. An alert for when a planets spaceyard is full.


Anyway, its a great game just some minor things I'd like to see.
Below are some changes I would like for either GC3 or maybe a future patch depending on how hard they are to do.

1. The ability to arm asteroid mines would be a nice addition to the tech tree.

2. A stealth tree that hid craft unless the enemy had at least the same level of sensor tech. So if my stealth scout had 2 stealth and the enemy had a 3 sensor they could see me, or perhaps the range of sensor is reduced by the stealth level so the above example could see me at range 1.

3. The ability to move the base connector point on a ship extra to one of 2 places per piece (for example the little arm has its connector at the claw end not the base end, it would be nice to choose which to use).

4. Differentiation between strategic and tactical drives, strategic being the ability to move faster on the map and tactical adding combat bonuses.

5. The ability to Destroy one planetary tile per turn on unprotected planets you attack, perhaps tied to some sort of planetary weapons tree.


If you have your own suggestions add them. And thanks Stardock for a great game.
4,545 views 8 replies
Reply #1 Top
1. Auto Space Miners. Space Miners should use the same auto code as flagships except targeting any owned asteroid belt that is not maximum quality.


Miners already have an automate option.
Reply #2 Top
what about everything else?
Reply #3 Top
Miners already have an automate option.


Yeah, but then they run out of asteriods in my area of influence, and give the message saying they cant find them, so i just put them on sleep and even when i get new mining techs, or the ability to mine new asteriods, i forget to automate my miners !
i demand someone makes a mod that nags me every 20 turns, to say "check your space miners:D"
Reply #4 Top
Yeah, but then they run out of asteriods in my area of influence, and give the message saying they cant find them,


i send them home
Reply #5 Top
the only thing i think this game really needs is a ship build que
Reply #6 Top
I think it should be clearer on how to research techs that will allow bigger and better ships. When I play I do not know the technologies to research to get better ships. There should be an interface that automatically picks the technology needed (or gives a technology tree) for better ships. You should be able to view/lookup the interface at any time. It should incude the techs you have already and the techs you need to a specific ship. I end up playing for hours and only have defenders and the AI has battlecruisers!!!
Reply #7 Top
One more thing. Opponent civs only have their starting miner. They don't build any more miners. Once that miner is destroyed, they no longer mine stuff. That removes the challange somewhat.

Also, you might want to improve ship battles and land battles. Voice acting for the other leaders would also be sweet. You could change the pitch and tone of their voices. You could make Lord Kona sound like a girl! (or Micheal Jackson for that matter  ) Just a thought.

Etrius
Reply #8 Top
I think it should be clearer on how to research techs that will allow bigger and better ships. When I play I do not know the technologies to research to get better ships. There should be an interface that automatically picks the technology needed (or gives a technology tree) for better ships. You should be able to view/lookup the interface at any time. It should incude the techs you have already and the techs you need to a specific ship. I end up playing for hours and only have defenders and the AI has battlecruisers!!!



It sounds like you're using the ships already provided to you by the game, instead of designing your own. Look at the manual and view the tutorial (which can be downloaded via Stardock if you don't have it). If you just use core ships, you're most likely going to lose. There's no need to make any fancy designs, but you do need to put the latest tech you've researched onto your ships. Start from scratch with a hull, slap on an engine if you want one (placement of anything doesn't matter, and I just let it automatically place it for me by double clicking), add weapon(s), defense, and/or modules, and you're done. For instance, a core ship available to you might give you 1 attack and 1 defense, but you can actually design one yourself with 6 attack because of what you've researched.

Anyway, play around with it. Designing ships when your tech improves is one of the most essential aspects of the game. If you don't do it, might as well play another game.