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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.

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Reply #351 Top
Been playing gigantic maps at abundant everything lately in DA and have a new wish (especially since TA will have even bigger maps), although I think i remember reading someone else asking for this as well way back.

- Would reeeealy love to be able to customize hotkeys and assign build orders on planets to them.

Since I build mostly all stock markets, on captured planets, it gets to be a major pain scrolling down the improvements list and double clicking everytime I need to build a stock market. Being able to program hotkeys in that way would make my gaming experience much easier and more enjoyable on the big maps.

p.s. If you don't and I get carpel tunnel syndrome from all that double clicking I'm suing Stardock  ;p 
Reply #352 Top
One thing that bothers me is the constant pop-ups. We need the info of course but maybe there is a way to make it more integrated or subtle. I was thinking more transparent so you don't feel that you've left the battlefield or an icon we can click on to check the info as it comes in. At least some way of reducing the pop-ups would be nice. I know that some of it you can click to not have it display but it's still too much.

What about an ability to capture ships or is that in and I'm just missing it?
It would be nice to be able to capture enemy ships..maybe with reduced capacity if it's above your researched levels. Finding old ships that can be used in battle would be cool too. This would allow you to possibly have one or two high end ships before you've reached that research level if you need them.

Reply #353 Top
My suggestion is on (fleet/ship) combat. In DA the best way to go are large hull defensive ships. Combination of mixed type of ships are inferior. I would like to see this changed to a more realistic model in which the best way to go are mixed type of fleets with some capital ships (large/hull) and some escorts (small/medium type hull). This would be more realistic and fun in my opinion.

More on DA combat model see https://forums.galciv2.com/post.aspx?postid=303279&p=1

Would be nice if the Stardock could comment on this suggestion.
Reply #354 Top
I tried to read every post on here to make sure I wasn't saying something already said, but I gave up around page 6.

Could there be an added option in the Diplomacy screen to threaten someone? Say if you don't give me x, I will embargo/declare war on/ask someone else to declare war on/neutralize our alliance.

There seems to be little you can do with races you don't like other than declare war on them or embargo them. Also I think it'd be cooler if you could bully people more specifically.
Reply #355 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.
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Seconded (or even further as I know I've seen this come up before, even if not in this post).

2. Updating ships. I thought that used to be that when you went to update a ship, all the components were still there....
End of quote


There is a check box in the option menu to 'keep functional components on upgrade' or such.
Reply #356 Top
Could the ship designer be fixed a little bit? :

1) When you upgrade a design and save it with same name it still somehow remembers old components whenever you edit this design again. -Graphics is screwed up sometimes too (shows non existing components from old design) .I cant save it everytime with new name - I don't like too many different names since I forget which one is which and they clutter the design and build menu. Which leads to next problem :

2) When you delete the design design actually only is deleted for this game play session. I want when I delete the design for the design to be gone forever. -I hate deleting every new game lots of old dummy designs.


3) Constructing star bases is a major pain in the ass due to micromanagement of constructors. There was interface promised for that but it never came:(
Reply #357 Top
put a number behind the name of the ship to indicate a new model.
Reply #358 Top
put a number behind the name of the ship to indicate a new model.
End of quote


You end up with say " fighter 1-2-4-5-6-7-8" and so on for every hull type. Then the next game you go the other tech tree and have to start all over - with upgrade bug and persistent,un deletable designs you end up with dozens of obsolete and uselesss designs which only annoy you.
Reply #359 Top
put a number behind the name of the ship to indicate a new model.You end up with say " fighter 1-2-4-5-6-7-8" and so on for every hull type. Then the next game you go the other tech tree and have to start all over - with upgrade bug and persistent,un deletable designs you end up with dozens of obsolete and uselesss designs which only annoy you.
End of quote


If you don't want to re-use ship designs from previous games, just turn off the option for saving your ship designs to the hard drive. The whole point of that option is so you can re-use them in future games. Turn it off and your problem won't continue to propogate.

That doesn't solve the problem of all the designs still there from when you had the option on though. Deleting the files can be done through windows explorer though. I'm not at home where I can check the exact directory, but it's under something like My Documents\My Games\Stardock\Galciv2\Twilight\Ships. That's not exactly right, but it should be enough to point you in the right direction to find it yourself. Nothing in that directory but your own ship designs, so it's perfectly safe to delete all of the ones you don't want and keep the ones you maybe do want.
Reply #360 Top
espionage:
more functionality:
do not only slow enemy down! make it more useful!
you put a spy on a research lab? you steal a small % of his research (like 10% of hte lab R production, at least 1), you have a % chance to steal a tech from the enemy, to sabotage huis researh (all data on his research lost, has to begin again (would hurt when it would happen at 14 of 15 turn tech)
manufacturing? give a chance to sabotage the building and/or ship being build on the planet. having a chance to add extra turns until the building is complete
eco buildings? you steal his money! simple as that!
cult influence? change his relationship slowly, damage relationship with other races, better relationship with you by small amount each turn
approval? damage morale, increase chance to rebel and join you
special? (trade goods, galachievments) not sure, well they are special, maybe getting a part of his bonus? (like XHP your ships would get +2% hp instead the full bonus, he would get nothing?)



less linearity in research, more weapon functions
now its only that weapons get smaller, stronger, cheaper (price/size and price/damage). add some extra effects, maybe like a ion cannon (has a %chance to ignore shields), Multi-Warhead Missile and Co (%chance to damage other then target enemy ship by 1), stasis field (maybe a 5% chance per weapon (not directly cumulative, 2 would be not 10 but 5+5*0.95 % chance) that enemy ship hit wont be able to fire next turn etc) and instead of being a line, branch the weapon tech more.

increase small ship bonus against big ship, like a ship having a % chance to evade enemy weapon fire like (enemy ship size-this ship size)*5%? or make it no directly cummulative (would be rolled for each weapon mounted), for instance:
tiny with 2 lasers, small with 3 mass drivers:
small attack MD1: tiny has 5% chance to evade
small attack MD2: tiny evaded last turn, has now 5*0.75% rounded=3% chance to evade; if didnt evade last turn it has 5% chacne to evade
small attack MD3: tiny evaded 2times, has 5*0.75*0.75=2% chance to evade, evaded only last time, has 3% chance, didnt evade even once, still has 5%
tiny attack small: small is bigger, no chance to evade
this could be based on ship level too, the numbers should be relatively small, to not make it too random. maybe +1% base chance per s5ship levels?

a few permanent wormholes that wont collapse when surveyd and all ships will be able to pass through like half map?
and use them as range base? for instance: wornhhole is 2parsec from nearest allied base/planet, range is 3parsec, you can still operate within 1 parsec of the other end. Only ships of player that surveyed the wormhole can use it.
can e both way or single way

better alliance:
shared range, you can use allied bases for ressuply?
new UP and random events.

a chance for central production "pool"?
planets that dont product anything right now are used as a "asteroid mine field", redirecting their prod to nearest planet, this accumulated and goest on until it reaches a planet that is building something?
for example:
3 planets
PLANET A: prod 4 social; 4 mil, no building in progres
PLANET B: prod 8/8; no building in progres
PLANET C: prod 10/10; building a Constructor, Time left: 10 turns
planet A is 4 parsec from B; 8 parsec from C; planet B is 4 Parsec from C
A redirect its production to B; only 2/2 arrive (not sure about math used for asteroids and range)
B the redirect its 10/10 to C; only 3/3 arive, planet C now has 13/13, timeleft instead is for example now 8turns








Reply #361 Top

If you don't want to re-use ship designs from previous games, just turn off the option for saving your ship designs to the hard drive. The whole point of that option is so you can re-use them in future games. Turn it off and your problem won't continue to propogate.
End of quote


... Why oh why is that option checked by default? ./goes digging in the options menu
Reply #362 Top
put a number behind the name of the ship to indicate a new model.You end up with say " fighter 1-2-4-5-6-7-8" and so on for every hull type. Then the next game you go the other tech tree and have to start all over - with upgrade bug and persistent,un deletable designs you end up with dozens of obsolete and uselesss designs which only annoy you.
End of quote




no you end up with fighter 1, fighter 2, fighter 3.


When and if you finish the ship so that there won't be anymore after wards use a larger number or some other indicater. I am using 100. Thus fighter 100 will be the final model and I won't change it in any other games. All of the others are just for playing around with.
Reply #363 Top
Not sure if something like this has been suggested before, but I'd like to see battle damage decrease the attack and defense values of ships. This came to mind because of the DL campaign "Apocalypse" scenario, where Dread Lord ships kill ~50% more ships than they should thanks to the tie rule. Fleet 1 attacks DL Escort (attack ~150, defense 0, 11 HP), tie rule gives the win to the Escort leaving it with 1 HP. Then Fleet 2 attacks and loses about half its ships as it kills the Escort. Seems a bit odd to me that all those 25-attack missile launchers are still in perfect working order when the ship is 91% damaged... I'd prefer to see a ship's attack and defense values be multiplied by the fraction of HP remaining, so a badly damaged uber-ship would be relatively easy to finish off.

Speaking of the tie rule, any chance of getting rid of it? :-) I'm OK with mutual annihilation battle outcomes...
Reply #364 Top
If you don't want to re-use ship designs from previous games, just turn off the option for saving your ship designs to the hard drive. The whole point of that option is so you can re-use them in future games. Turn it off and your problem won't continue to propogate.
End of quote



You guys completely miss the point .I DO want resue the ships. Problem is

a) designs on reuse are broken and bugged (they have "phantom components" - which show, but dont take any space)

b) Sometime I want to delete the desing from the pool of reusable designs. Game gives no option for this. It has 2 buttone -"delete" and "obsolete" and both currently do exact same thing - remove design from current game session only


There are 2 BUGS. Which should be fixed.

Reply #365 Top
If you don't want to re-use ship designs from previous games, just turn off the option for saving your ship designs to the hard drive. The whole point of that option is so you can re-use them in future games. Turn it off and your problem won't continue to propogate.You guys completely miss the point .I DO want resue the ships. Problem is a) designs on reuse are broken and bugged (they have "phantom components" - which show, but dont take any space)b) Sometime I want to delete the desing from the pool of reusable designs. Game gives no option for this. It has 2 buttone -"delete" and "obsolete" and both currently do exact same thing - remove design from current game session onlyThere are 2 BUGS. Which should be fixed.
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No the delete button removes the ship from the hard drive.
Reply #366 Top
I'm not sure if this has already been commented on but I don't feel like reading through 15 pages of suggestions. Anyway I've noticed that TA keeps my old custom races on the opponent screen. I like this feature, but I'd also like a way to disable it and/or delete the old races. The big problem is that I modified one of those races slightly (abbreviated the name, changed the color, and made them super traders instead of super hive). The result is now BOTH are up there.

In a related note I think it'd be nice to be able to disable specific races when you select random opponents. So you could tell the game to select 4 random opponents, but not the Yor or Terrans.
Reply #367 Top
I'm not sure if this has already been commented on but I don't feel like reading through 15 pages of suggestions. Anyway I've noticed that TA keeps my old custom races on the opponent screen. I like this feature, but I'd also like a way to disable it and/or delete the old races. The big problem is that I modified one of those races slightly (abbreviated the name, changed the color, and made them super traders instead of super hive). The result is now BOTH are up there.In a related note I think it'd be nice to be able to disable specific races when you select random opponents. So you could tell the game to select 4 random opponents, but not the Yor or Terrans.
End of quote


This functionality is already there. To delete a custom race you have made, use the load button when creating a custom race, then select the one you want to delete from the list, and hit the delete button. I know it's not intuitive to have to go to "load" in order to "delete" but it is there.
Reply #368 Top
One suggestion for the Diplomacy screen : add some higher res pictures for the races without movies.
If you have time, three pictures for the three kind of comportment : angry, neutral and happy.I think the game will be more beautiful and coherent, and it will be less demanding of resources than making movies for this portraits.
Reply #369 Top
Howdy! What would be really be nice is if the Map Editor could import maps from saved games. I will probably be corrected in this but it seems that the random map generation from within the game is superior to that generated by the Editor. I would have thought that the same alogrithms and code would be used in the Editor, but the maps generated just don't seem to have the same, hmm, flavor of the game-generated ones. Not to mention, it would be nice to be able to modify a particularly interesting game-generated map rather than try to duplicate it from scratch. Maybe at least offer the same set-up options (abundant/rare planets, anomalies amount, etc.) to the Editor's generator...

This would be GREATLY appreciated! :CONGRAT: 
Reply #370 Top
I know its close to the release but I'll post anyway.

1. Korath planetary improvement Dark Influence should cost triple the amount to build I've said this before.

2. Do we really need a personable robot presenting the research to us? Your 3d gif or image looks really cool. Why not just blow that up on the screen with the explanation underneath?

3. Being able to upgrade a ship in orbit around your planets with milary production.

4. A ship attack movie when a fleet attacks a heavy starbase.

5. AI focusing on grabbing colonies more quickly.

6. AI being able to attack a ship in orbit and send a transport right after (I think they can now but just want to make sure). I was sometimes able to build a ship every turn and the AI couldn't invade.


Reply #372 Top
Been playing gigantic maps at abundant everything lately in DA and have a new wish (especially since TA will have even bigger maps), although I think i remember reading someone else asking for this as well way back.

- Would reeeealy love to be able to customize hotkeys and assign build orders on planets to them.
End of quote


That would be great. Also the ability to create hotkeys to zoom to different locations on the map. This would be awesome for battles on multiple fronts. The '[' and ']' keys used to cycle through rally points never worked for me.
Reply #373 Top
Has anyone suggested permanent wormholes?

Or a tech that allows ships to create them?
End of quote


telra, 11 posts up on this very page, reply #360

It's also not a new request/discussion on the boards.
Reply #374 Top
I have few requests for TA.

For the Arceans the Hyperdrive tech. Since they can't research faster engine tech, why don't they have tech that makes newer Hyperdrives that are smaller. Probably make 2 or 3 of them so the last tech brings down the size to at most 1/3 the original size. This would help them out and might make their Warrior ability somewhat more useful.

Now for the Thalans just make that economy tech(forgot the name) they need to get to their factory and research lab techs take less time. IE at the most 1/3 the time required to research. This would help out the Thalans to get off their feet sooner and would make them a little easier to play as. Also Make tech 3 factories and lab give higher research and manufacturing output. Also lower the upkeep on all the levels more so on the level 3s for all factories and labs.

When picking ethically choices make benefits when picking good. Good benefits should almost = evil benefits. Example when your given the choice to mine a park/forest if you pick good it should give you a moral bonus, loyalty bonus, and a influence bonus. There should always be benefits to all ethics.

This one might be too late to add but I will ask anyway. How about add construction tech that makes one constructors able to build multiple times ie tech 1 = constructor = 2 builds, tech 2 = constructor, tech 3 = constructor can do 3 builds on a starbase, etc... this would save money and time and would make starbase building easier and might make the player want to build more starbases. Hell even adding other techs to boosting hull value of starbase (when researched the original hull of 59 is now 100, 150, etc...) Also boosting its attacks per turn (double attack and defense value, triple attack and defense value, etc...). But honestly something like this might make it into GC3 I hope.

Trading ie using freighters right now don't pay out much. Boost them. Make them worth it. Hell even add additional tech to boost the money you make from freighting. Cause right now its almost useless. Only good for putting a smile on your enemy before killing them. You know what I mean.

If you just put these final touches in TA would be damn near perfect. Even thought it is great already :CONGRAT: .

So this game is really going to be ready at the end of the month... cause I think you guys might want to bump the date one more time to May. Which I think you should so you get another great high 90%+ score.
Reply #375 Top
I was thinking it would be nice to have a very small chance that improving tiles with terraforming techs would generate a new bonus tile. This would add another level of interest to my colony planning, as well as act as a mega event on the super extremely rare event that you suddenly discover a precursor mine on your manufacturing capital.