Beta 4a - My impressions

Stable

Played my first game with 4a yesterday and the game worked fine on my laptop with only 32MB of graphic memory. Thank you! I settled for a small galaxy and it worked like a charm.

Not a single crash for me!

Some small bugs and glitches:
(1) Usually when a new ship is available a blue semitransparent icon drops on the right side. On occasion this icon did not drop but instead got stuck on the starting point. Still worked, though.
(2) The statistics and reports in the game are more or less completely untrustable. The graphs shown in the center seems to be correct, though. I always had military leadership and was always placed dead last in the reports. Seems like the other races acknowledged that i had leadership as no one tried any hostilities throughout the game.

Bigger concerns:
As this is the first time I really play the new game, I feel that I need to comment on two of the new improvements. For me they just add to the boring micromanagement part of the game.

(1) Shipyards. To me they are just boring and even though three new styles of weapons adds bigger depth to the game I just found it incredibly boring having to design new ships. Am I the only one feeling that way? I would prefer having some regular units available. They could become available with the technologies just as they used to. If that would not be possible, could perhaps template units be added in Shipyards? Like missile fighter, all-rounded defender, etc, etc.

(2) I also find the new micromanagement of planets to be quite boring. I like the system from a logical perspective, it is much more straight-forward than the old PQ-system. However, I would like to have smarter governors to whom I could leave the task of managing this. Predefined templates for reasearch planets, population planets, production planets and so on. Of course they would handle the resource bonuses in a smart way. I played a small galaxy and I was already bored with setting up my planets, it's is not more than lots of tedious clicking when you have decided what to do with a planet.

(3) The tech tree is a bit confusing. Could there be a way to zoom out? the minus key did not seem to work. There are a short list of techs to select from but there are many more available from the full map and navigating it was painfully slow on my system. Additionally I would like the feature to be able to click on a tech further down in the tech tree and to have the system automatically research the required techs to reach the desired tech.

Just the impressions I got after playing my first game. As it is now I think that the new beta is more work and less fun than the original game but still rather playable.
8,850 views 17 replies
Reply #1 Top
Don't take this the wrong way but if managing planets is boring and making ships is boring, what don't you find boring? Designing ships is what's fun for me and managing planets is part of the whole strategy of the game. If you just tagged planets as "research" planets and that sort of thing then all you're doing is cranking out pre-designed ships to go blow up the other guy's ships. Where's the strategy in that?

I would suggest-

(1) The include more pre-designed ships. A lot more of them.

(2) They include a very easy to see option that is on the ship selection screen and in the main options that lets players turn off or hide pre-designed ships along with an option to turn off showing ships i've previously made .

(3) The tech tree seems a lot more straight forward than the first one. I'm still whating for someone at Stardock to explain what the hell 4D-phasing was.
Reply #2 Top
Many people may find adding too much micromangement is more of a bore than fun.

I rather manage lots of planets myself and leave the micromanagement of ships and planets to automation.
Reply #3 Top
I am not easily offended and your question is relevant. But if you follow your own reasoning that would imply that the previous Galactic Civilization game was less about strategy? And the Civilization line of games?

If you want to micromanage your planets fine, but I don't really see the need. If you want a research planet or a production planet it is better handled by governors so you don't have to do the labour yourself. It is just tedious clicking and not so much to do about strategizing. When moving ships I prefer to use autopilot to reach the desired destinations, others may prefer moving ships one tile at a time for more precise control and not to lose an opportunities.

I just want an extended governor option to not have to place buildings on tiles myself. Then I can spend less time clicking and more time thinking about strategy.

(1) Yup. That is what i wanted!

(2) Good one.

(3) Perhaps, I was not talking about the contents of the tree, rather the presentation and how the "quick access"-techs were selected.

Well you simplly do not understand 4D-phasing as we haven't evolved to that phase yet. It is as simple as that.
Reply #4 Top
I very, very, very strongly disagree, utterly & completely with Jelvis. The shipyard and the ability to custom design ships is what I rate as the best feature of this game. I can't get through the tech tree fast enough to add more components to them. Hell, I can safely say I have spent more time at the shipyard than I have in the game in the approx. 6 hours of gameplay I put in so far. I easily have about 8 custom ship models and I have only gotten as far as "defender".

It would be cool to be able to upload user created ships somewhere on this site for others to download.
Reply #5 Top
I very, very, very strongly disagree, utterly & completely with Jelvis. The shipyard and the ability to custom design ships is what I rate as the best feature of this game. I can't get through the tech tree fast enough to add more components to them. Hell, I can safely say I have spent more time at the shipyard than I have in the game in the approx. 6 hours of gameplay I put in so far. I easily have about 8 custom ship models and I have only gotten as far as "defender".


Good for you zeroflux! I was not suggesting taking the feature out. I have no idea if people generally like it or not, Brad's expertise is certainly better than mine, and he introduced it for this version of the game. I spent half an hour with the Shipyards feature and don't have any real wish to spend any more. I might change my mind when I give it another shot, but I don't think so.

IIRC, Shipyards was an add-on to the old OS/2 Galactic Civilization, wasn't it? Wonder how many bought that expansion pack

It is just that, for me, it adds no fun to the game and I just suggest a solution for people who might feel the same way.
Reply #6 Top
Let me say this: GalCiv II is a superior strategy game to GalCiv I. Hands down. The planet stuff in GalCiv I was a pointless. The planet quality was the only thing that mattered. They would have been better off not having any planetary "improvement" and just had the planet quality determine everything about the planet straight up rather than clouding it up with busy work.

In GalCiv II, the planetary improvements actually matter because you can't add an unlimited number.
Reply #7 Top
I agree with most of this too, with some additional thoughts..

1 - Although I greatly enjoy designing ships (you can make some really.. bizarre things, since structure doesn't take up space ) it would be nice if designs were automagically generated with new techs. Only problems I see with that are:
* Would the AI design ships automatically whenever new techs where discovered? If so, you could end up with an overwhelming number of ship designs after a while.. however, this could be solved via "roles"...
* Could you specify roles? For instance, define a "laser corvette" design to the game: medium hull, at least 2 lasers, travel speed at least 1.3, etc. Then, whenever a new tech is discovered that could improve this design, it would replace the old one (rather than get added as a new design).
2 - I like the current system, but setting a planet's role (research, manufacturing, etc.) and having the governor build towards that goal would be nice, too.
3 - I agree - it would be nice to zoom out, or maybe have an expanded view (where it would take up more of the screen).
Reply #8 Top
Citizen CeZeus wrote:
Let me say this: GalCiv II is a superior strategy game to GalCiv I. Hands down. The planet stuff in GalCiv I was a pointless. The planet quality was the only thing that mattered. They would have been better off not having any planetary "improvement" and just had the planet quality determine everything about the planet straight up rather than clouding it up with busy work.


Well, we agree then. As I wrote initially I prefer the new system to the old. I just don't want to add more micromanagement than necessary and I think that the new system could be automated almost as much as the old system (build queues with some kind of intelligence to allow the governor to place the the right improvements on the right tiles).

Additionally I would not say that Galciv II is a better system than the first one yet. It probably will be, though!
Every new GalCiv-game has been better than its predecessors as far as I'm concerned!
Reply #9 Top

The art team is curretnly wrapping up work on all the ship hulls and will move on to finsh up all the different "structural" components for the game.

Once we have all the assets in, the team will be taking a few days out to designs TONS of ships that both the AI and the human player will automatically have at their disposal.  If you want to tweak them, you'll have that ability, but our plan is to have enough pre-made designs so players that don't want to mass with ship design wont have to.

In then end, however, it will be the players that customize their ships that get the best "Bang for the buck" 

Reply #10 Top
Put in hordes of pre-designed ships by all means, just give me the option to turn them all off. It's my game, my empire, MY ships!

On the point of tech tree viewing, you guys are aware that you can expand the window right? There's a toggle button.
Reply #11 Top
Once we have all the assets in, the team will be taking a few days out to designs TONS of ships that both the AI and the human player will automatically have at their disposal. If you want to tweak them, you'll have that ability, but our plan is to have enough pre-made designs so players that don't want to mass with ship design wont have to.


Yes, cool! Thank you for the information BoogieBac.

On the point of tech tree viewing, you guys are aware that you can expand the window right? There's a toggle button.


I know, but still it is difficult to browse the tree.
Reply #12 Top
Im so jealous, i cant play the game past a good amount of turns (usually around war time).....
im curious what Operating System are you running on your laptop?

ive got XP here, with an ATI 9800 card.
Reply #13 Top
XP here too. ATI Mobility Radeon 7500. Yeah I know it's old!

Then again I have only played one complete game and it did not last that long, three hours or so.

Yo got the latest drivers? I couldn't even get the game to run until CariElf pointed me to some drivers that worked on my laptop but were not officially supported by Asus or ATI.
Reply #14 Top
Jelvis, just so you're aware, you can increase the game resolution too.  There's a GC Config program in your directory.  I run at 1600x1200 for instance and at that point the tech tree is pretty easy to navigate.
Reply #15 Top
Frogboy, would it be possible to make the two partitions adjustable? one thing I noticed was that when I increased the screen resolution, the upper half grew more than the lower half, despite displaying the same amount of information (except for the scrollable list of techs on the left).
Reply #16 Top
PopupTarget, it wouldn't be particularly easy. But you could probably monkey with the dxpack if you want to mod the screen. The game reads in the resizing information from the comments field.
Reply #17 Top
In then end, however, it will be the players that customize their ships that get the best "Bang for the buck"


Outstanding. How about an online exchange for user created custom designed ships --- perhaps in the metaverse section?