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Post your TA suggestions here

Post your TA suggestions here

This thread is for TA suggestions. Basically, if you don't like something, or think some design choice should be re-thought, post it on this thread. Do NOT post bugs here. Do NOT post major suggestions. This is tweaks only. I'm hoping this might serve as a thread that will help Stardock put on some polish over a rough edge or two that we, collectively, are sure to spot. Put a dash in front of the suggestion, and try to separate the commentary a touch (suggest an extra return) so that suggestions and commentary can be easily winnowed by the browser of this topic. State both the change and the reason for the suggestion.

Since I have one, I'll start/demo what I mean!


- The colors for the Arceans are giving me a headache after an hour or two of play. Perhaps the yellow can be softened?


I didn't have this problem under DL (I never played DA Arceans) I think the problem is the way the Arceans colors are overlaying on the interface redesigns. Obviously, I can't be sure exactly what was causing the headache...But I think it was the color combo.

105,335 views 382 replies | Pinned
Reply #326 Top
@gherardo
Partial tiles count. I know that's not what you're looking for, but maybe it will help.

@DSep
Very good idea, and should not be a problem to "implement", as it were, as this is moddable in and works in DA. The only thing is that Tech A does not at present tell you that you need Tech B to unlock Tech C. However, Tech A and Tech B both specify that they unlock Tech C. Interestingly enough (and rightly so), the game will not permit you to research Tech C until both Tech A and Tech B have been unlocked, which leaves all that there really is to do there to clean up the tree as applicable, so it "flows", for lack of a better way to put it.
Reply #327 Top


I would still like to be able to see how many of what type of ships I am building at a glance instead of having to go and count them,.
Reply #328 Top
The Xinathium Hull Plating does not seem to be as useful now that there are HP modules. Perhaps some other improvement can be substituted. I would not mind seeing a military production or loyalty-boosting trade good.
End of quote


Eh? Not useful? Hardly the case, imo. That extra +15% is all the more useful with the higher-base amounts of HP floating around thanks to the new HP-boosting modules.

(7) Ability to detach a single ship from a fleet (to avoid disband/reform syndrome).
End of quote


I'm pretty sure you already can remove individual ships from fleets.

i think that some techs should require at least 2 techs. for example, you should need tech A and tech B (from 2 different tech branches) to research C and that combines both branches and then they can branch off again
End of quote


Yep, the game engine already supports the ability to do this, it just doesn't display correctly on the tech tree screen.
Reply #329 Top
Tweak suggestion:

Starbases has 'multiple weapon systems [MWS]' like normal ships

MWS: The fact that ships can target more than one ship per round of combat, which i would prefer was module based on ships (advanced module that adds one target) and on starbases (when starbase is upgraded 'battle stations') - it seems weird that large stationary defences only targets one ship at the time.

"Lock all weapon systems to that small and insignifigant ship!" just seems, uhm ... funny.
Reply #330 Top
lets crew of 500 can target more than one ship at a time. crew of 100,000 can only target 1 ship at a time. No that doesn't seem funny to me.
Reply #331 Top
So I'm sitting here loading map after map after map. I'll generate a map, play a few turns, quit, start a new game (and map) play for alittle, quit. The reason why can be easily solved with the addition of another slider at game start up. I'm getting TONS of planets that are quility 10 or more. The last game had *3* planets in one system that were 14, 16, and 19 and in the system right next to it there was a 9, 13, 19. I mean come on! So I purpose adding in a "high quility planet" slider which determines the amount of high quility (10+) planets. I'd rather have tons of 5-9 with the occasional 10+ thrown into the mix, makes the game more challanging that way.
Reply #332 Top
@DSepVery good idea, and should not be a problem to "implement", as it were, as this is moddable in and works in DA. The only thing is that Tech A does not at present tell you that you need Tech B to unlock Tech C. However, Tech A and Tech B both specify that they unlock Tech C. Interestingly enough (and rightly so), the game will not permit you to research Tech C until both Tech A and Tech B have been unlocked, which leaves all that there really is to do there to clean up the tree as applicable, so it "flows", for lack of a better way to put it.
End of quote


The engine doesn't really support this. when you try making a tech that requires 2 techs, it really only requires one of them. you can research either one and that tech will work even though it won't display properly.
-DSep

Reply #333 Top
@DSep
I tried it 3-4 days ago in DA 1.8g and it requires both of them to unlock the third one (i.e. to be able to research it). It specifies in each of them that it unlocks the third one, it just doesn't tell you the other prerequisite you need.

What am I doing differently from you, that you're seeing the ability to unlock a tech with only one of two prerequisite techs?

Reply #334 Top
I hope this suggestion wasn't already mentioned, after 14 pages it gets a bit difficult to back read and I am not sure of a good search for this.

Anyway:

I often kill extra money by going to the civ screen and finnishing builds for coloneys until I hit my budget cap. Say 15k BC to keep out of the 20+ penalty. This can get very tedius fast because of a few quirks in this screen. First:

1) When ordered by currently building (say market place), the order of the planets change with every purchase. This is fine when the planet is now building something else and has to be moved to keep the list in order, but all the other planets building market places change order as well and you are obliged to go through the list in order starting from the top if you want to make sure you got them all. If the order didn't change this would be a problem.

2) There is no way to know if a planet has already used its quick build that turn so that you have to click on them to see if the option to buy is grayed out. If the currently producing square got highlighted when that planet has used its quick build that turn it would speed things up. (And also mitigate issue #1!)

3) If you have to scroll down the list and buy something on say the second page, you get positioned back at the top and have to scroll down the list again to get back to where you were. By itself this often means that I stop buying after I go through the first screen. The list shouldn't move back to top after every purchase.

I don't want to actually go to the planet as I want to finnish those with certain buildings first to maximize efficiancy.

Thanks for you time.
Reply #335 Top
Sole soul, thanks :-)
Reply #336 Top
I recently came across a phenomonen that cannot be accurately described as a bug. However, ships with high defenses get the square root of their total defense value in other areas. However, this is not represented by the ship's statistics.

An easy way to fix this is instead of showing "0/0/81" for defenses, why not show "(9)/(9)/81". This would say "effective armor of 9".

This way, the displayed defenses matches what the user expects the ship to have, and can plan accordingly. As opposed to being surprised when their ships lasers are ineffective.

Thanks,
Ishantil
Reply #337 Top
Last night, I tried to buy a mid-level missle tech from the Korath who had a high level missle techs.

They wanted to charge me a fortune for it. I understand why a weapon tech would cost more than other techs..(no sense in giving away a tech your enemy could come back and crush you with), but I think the price should be relative to the tech level achieved by the seller.

In other words, if I have the "black hole" missle tech, why should I be afraid of selling photonic torpedos to someone.

So my suggestion is: The price asked by the seller for a weapon tech, should be adjusted relative to the current tech the seller is using. (in addition to other factors)
Reply #338 Top
The weight of most techs should probably be adjusted slightly. Weapon and defense techs should be weighted fairly highly.

But perhaps there should be a factor of whether the tech is available to the player in quetion. Selling off Weather Control Spheres or a government type that the player (say the Iconians) cannot research should probably be a factor as well.
Reply #339 Top
I'd like to add one additional level before alliance called Partnership.
It would be sharing of astronomical data like stars, planets, and so on. Basically would mean that I see what my partner ships see. Could be stopped with 1 year notice or war obviously.
Should be very simple to code in the AI compared to others.
Reply #340 Top
Usually I do spend some time adjusting % of expenditures for technologies to reach my targets. I'd like to have the technology slider adjustable not in % but in days left before discovery. The program should auto adjust in case of economy changes.
Reply #341 Top
I've seen that the AI very unfrequently trade planets.
I'd like that to be made more feasible in a 1:1 matter with the diplomatic power leveraging only the planet quality and/or current buildings. Population would be moved swapped. Possibly some time should pass between swap deal and actuation.

In addition I'd like to trade 1:1
- mines
- starbases
with same considerations made above. This would ease situations where it would beneficial to swap them in a mutual advantage.

On the interface I'd like to really see where is the ship/planet/mine/starbase that I'd like to include in a deal, so a minimap would be apreciated.
Reply #342 Top
Somehow defence technologies should be enhanced for both ships and starbases.
Right now I do not research defensive technologies. I think this way we are taking out one alternative strategy.

Also...
All defences should be efficent for all 3 types of attack even if more marginally.

Going to numbers:
specific defence should stay like today
a different defence should be valuated as integer part of square root of its number.
Example 1: I have 3 armor, 4 shields and no point.
My defence rating would be:
3 + int(sqr4) = 5 vs guns
int (sqr (3+4)) = 2 vs missiles
4 + int(sqr3) = 5 vs laser

Example 2: I have 10 armor, 8 shields and no point.
My defence rating would be:
10 + int(sqr8) = 12 vs guns
int (sqr (10+8)) = 4 vs missiles
8 + int(sqr10) = 11 vs laser

As defenses increase they are more marginal to non specific.
Reply #343 Top
Add news icons (you know, the ones that show up on the right side of the screen) for battles and surrendered/otherwise gained planets.

This would be great. You see, this way I can quickly zoom to these places without taking notes or trying (and failing) to remember them. That way I can build replacement ships or move reinforcements around easier. Also, it would make it easier to find those planets that suddenly find themselves in your empire like when someone surrenders to you so that you can begin building on them.

Thanks for a great game.
Reply #344 Top
Is the U.P. being redone in TA? If not, then I think it should at least be tweaked to farkas' idea of the votes for and against change being weighed up, and if there are more votes for than against, then at least some small change is implemented.

Right now it just seems wrong that most civs can vote for say, the implementation of war taxes, but because 1 votes for 5% another votes for 10% and another votes for 15% (I forget the actually values) and 2 vote for None, that it is the None vote that wins (assuming approximately equal populations of course). This is about the only thing about GC2 that really bugs me.

Also, JubJub16 raises an interesting point about it being so biased against evil civs, why not have a few evil propositions like legalising slavery to up trade profits and production at the cost of population and population growth, and simply have the good guys vote NO?

Sorry, more questions and statements than ideas, but I would really like to see these changes, so I figured I should add my name to the petition.
Reply #345 Top
Add news icons (you know, the ones that show up on the right side of the screen) for battles and surrendered/otherwise gained planets.This would be great. You see, this way I can quickly zoom to these places without taking notes or trying (and failing) to remember them. That way I can build replacement ships or move reinforcements around easier. Also, it would make it easier to find those planets that suddenly find themselves in your empire like when someone surrenders to you so that you can begin building on them.Thanks for a great game.
End of quote


I second this. If a race surrenders you have no choice but to try to remember which ones are yours and which are new. The best thing you can do is look for starports that aren't building anything, but if yours aren't either....

Also if the united nations event leaves you with a planet, it is very hard to find. Well I can find it fast now that I just go to the planet colonies screen and sort by ascending order of population... but if we just had an icon on the right hand side like it was suggested above it would be much better.

Reply #346 Top
I worry when threads hit 14 pages long that maybe it's no longer being read, but ill chance it :P



In Beta 5 and the addition of computer building ship designs for it, it would be nice if there is an option to have shipyards treat it as an "upgrade". In other words, will automatically move to the newly created computer design. Currently it is not too terrible to accomplish this manually, by just using the colony shipyard window and tell them to just go from old -> new. This however requires one to constantly look to see when the computer makes a new design, as there is no warning for it.
Reply #347 Top
This suggestion is one to try and make smaller sized hulls have more value so ill make a new post.


Once your loading doom rays and other such technologies, the cost of a ship is primarily based on components you put in. This essentially makes small/medium etc. hulls not worth it as you get much less base hit points and save in most cases, very little money. One suggestion to try and make these smaller ships more useful, is once they are "outdated", ie. you learn a higher hull, they gain a price reduction on cost of components. Size and such remains the same so you can't go crazy packing them in.


Perhaps this would make smaller ships appear now and then in a fleet, but not overpower them so that fleets of nothing but small ships would overpower fleets of battleships.
Reply #348 Top
Hey Stardock!

The TA beta rocks!

** One suggestion **:

In light of Sins, could you add the feature to zoom and in and out based on the position of your mouse curser to the game? This would make navigation on big maps much faster. After seeing how amazing it is in Sins, it would make TA even better! It's probably not too hard to add in.

Again, I love this game! I think if anyone had a doubt that Galciv2 was not the best Turn-based strategy game to date, they will be difficult to site a better game after TA.

The races just have so much personality now - different buildings, technologies, colours, ship designs, super abilities - it's all here. It definitely has the *feel* now. I honestly don't know how the game could get any better at this point.
Reply #349 Top
This suggestion is one to try and make smaller sized hulls have more value so ill make a new post.Once your loading doom rays and other such technologies, the cost of a ship is primarily based on components you put in. This essentially makes small/medium etc. hulls not worth it as you get much less base hit points and save in most cases, very little money. One suggestion to try and make these smaller ships more useful, is once they are "outdated", ie. you learn a higher hull, they gain a price reduction on cost of components. Size and such remains the same so you can't go crazy packing them in.Perhaps this would make smaller ships appear now and then in a fleet, but not overpower them so that fleets of nothing but small ships would overpower fleets of battleships.
End of quote



I can already over power fleets with small and medium ships by adding more hit points.
Reply #350 Top
I've been playing the beta a couple of times and have some suggestions. Not sure if they fall under tweaks or major.

1. Would be nice to move selected colony projects from New to Old. Thus, if I get a tech from that I don't plan on ever building, such as CE Center or Recruiting Center, or a manufacturing tech from a different tech line (Slave Pit vs Manufacturing Vortex) and I don't plan on using them, I'd like to be able to move them to old so when I conquer planets I have a smaller list of colony projects to go through.

2. Updating ships. I thought that used to be that when you went to update a ship, all the components were still there so that you could just change one item instead of adding it all again. Thus, if you research a new engine tech, hit update, de select the current engine and add the new and you're done. Thus, you don't have to remember what all the components you wanted it the ship. Also, if your miniaturization is increased, just update, you have all the same components and you can see how much new space is available and see if it's worth the time to update the ship.

Thanks, Paul G.