Frogboy Frogboy

Suggestions

Suggestions

Have an idea or a change to the game you'd like to see? Let us know and we'll take a look at it.

Suggestions should be things that don't fundamentally change the scope of the game or require immense levels of development time.

We'll be monitoring this thread.
22,293 views 689 replies
Reply #676 Top
Definitely have waypoints for ships, and be able to type in numeric values instead of HAVING to play the slider game(should of been common sense to have the latter in the game).

Also, give us a faq on how scoring for the game takes place(a detailed faq on how the final score is determined, not vague meaningless info you have to guess at, but facts I can decide upon while I am playing). For example, I like taking a long time to build up and so on, is this killing my score and why. I have played a game, finished it, then restarted the save and played longer and the score was a higher the second time I finished the game. Why? Need more details on the scoring for those who want to play and achieve a higher scores, vs those that just do not care what score they submit. :notsure:

~SDC~
Reply #677 Top
Not sure if this is worth it, but it seems like a fair number of posts are about missing files or features. How about a diagnostic built into SDC that scans your GalCiv files and compares them (bytes and version numbers) to a master list. That way people reporting errors could report that the SDC diagnostic reported all files present and up to version x.yy.zz

It sounds like you already have such code for "anomalous" in the Metaverse, so perhaps it could be plugged into SDC
Reply #678 Top
There should be a way to ask a civ to break an alliance it's in. In my latest game the Altarians were allied with the Torians. I wanted to take out the Torians, but not the Altarians. Before starting the war I started negotiations with the Altarians. I couldn't find an option to break the alliance, nor could I ask them to declare war on the Torians.

So I started the war with the Torians, the Altarians joined against me because of the alliance. It would have been in the best interest of the Altarians to leave me alone. Trade routes with me provided half of their income and judging by the course of the game the Torians would probably have wiped them out anyway. Now I will have to do that :D

~SDC~
Reply #679 Top
I like SprudL's idea as it would increase the sense of diplomacy being a major part of Galciv, and I would like to expand on it some. We should be able to ask (by trade or demand) a race (major or minor) to break any treaty we select with another race. Even severing trade routes.

We should also be able to "warn" other races why it is in their best interest to do so ("they are setting you up", "you are next on their list", etc.).

While this sounds ambitious, perhaps it can be implemented a step at a time.
Reply #680 Top
Ah, found the right forum. Don't know if anyone has mentioned it here, but I would like to have a button that forces the update of influence. I know the time for that to take would be long, so I would like it as a button.

~SDC~
Reply #681 Top
The way fleets of Ships is handled now is unpleasant: you do not get any bonus by mixing defensive vs offensive fleets; the bast tactic is to spread your compab ships all over the space trying to engage undefended transports and you do not have chance to stop a single enemy ship with many smaller ones, etc...

In short terms: by giving more capabilities to fleets the strategy of the game would be much more enhanced since you have to: wonder where the enemy fleets are; dislocate fleets in strategic positions; find the best ship combination for any given mission etc...

(Please try the game Stars! ... it implements one of the best ship-fleet system I've ever seen you can get some good ideas).

Joy
Reply #682 Top
I would like a change in how victory is being determined by the AI.

Right now it says I'm slowly being slowly grinded down by my enemy or such. Problem is I have yet to lose a fight or lose a ship. I think the game is basing victory too much on the economy rather than victory in battle. And it is true that my enemy's economy is doing quite a bit better than mine. Yet I'm the one forcing it to build ships in one turn every turn for the last 5 turns on at least 2 planets. I'm the one who has hunted down every transport and every Constructor they can build.
I know I can not win since I can't build enough transport ships to invade their planets (my population is too small for me to do that at the moment and more important, they are too far away to bother with right now), but I also know they can not win with the method the AI is currently employing. I'm not asking for the AI to be reprogrammed to be tougher or such. I want it to base victory more on actual victory in battle is all. They have yet to even threaten one of my planets. They don't have any ships within visual range for longer than 2 turns and I have Eyes of the Universe so I see a long ways.
I know they are spending more than I. But I am making better use of what I spend my money on and better use of my combat ships. In war success is usually measured by success in battle (cold war aside). There is the 'win very battle but lose the war issue,' but I don't see that happening. Usually when you are losing the war but winning the battles it means your victories cost too much. But mine have yet to show a relevant cost. The only opportunity cost that I can see off hand is my combat ships are far away at the edge of enemy territory. Should the enemy get a fleet around my scouts I could have some trouble. But I have calculated that in to my war plans.

Bottom line, how am I being grounded down in this war? Economy is not a strong enough case if I’m over your planets blowing the bijous out of you.

Oh well, I'm ranting too much. You get the idea I think.

~SDC~
Reply #683 Top
I have to agree with the fleet/stacking issue. Something must be done to make it worth while. That would be #1 for me above everything else I have suggested. Something simple would be fine (like a bonus), and then do a major fix with the expansion.

I'm sure it's been mentioned, but I would like to be able to bombard planets. Take out some Social Projects and population. This might have to be in the expansion though, and I could wait for it.

~SDC~
Reply #684 Top
More evidence on victory conditions calculations being out of whack. Got the event "Twilight of Humanity?" The event is to warn me that I am clearly in a no win, out classed war. In it my enemy's Econ and Military ratings are added up and compared to mine. There's was 203, mine was 196. They called this "Clearly chilling news." What a nut case, would someone fix the PR machine plz?

~SDC~
Reply #685 Top
1) Joint Peace System for allied powers (ie. no peaceing them out separately)
2) Rally points and auto-launching for warships and constructors
3) No monetary cost for 'idle' industry points (no social/military project selected)
4) Alter the Beyond Human victory to have a countdown or additional research cost before the game ends. The AI should have a chance to fiercely oppose the acsention.
Reply #686 Top
spawning anomalies - set to appear out-of-sensor-range of all ships if possible, so there are still goodies to find late in the game.

and I'd like to be able to switch off the background stars. I often have trouble spotting anomalies even when I have a ship almost on top of them.

~SDC~
Reply #687 Top
As covered in my previous posts (just in case you missed it): I think it is important that there be an "escort" feature, so you can put warships on your tiny traders to (attempt to) safeguard them through times of war.



~SDC~
Reply #688 Top
Am I just slow? (that was a rhetorical question)

I would like to see some sort of "teaching demo" since there doesn't seem to be any of that in the manual. For all of the hoop-la on this game - I can't figure out how to play on even the simplest levels.

FYI - I did not play the BETA (if there was one) and would like any leads to an info page where I can learn how the game works.
:CONGRAT:
Reply #689 Top
Yet another suggestion:

1. Less aggressive ship commands on the detail screen:

The last click of a double click on a ship activates on the ship detail screen, often issuing inadvertant ship commands (if the mouse cursor happens to be in the left screen region), causing said vehicle to lose its turn (and often making it quite obnoxious to un-GUARD vessels on the left edge of the galaxy).

Commands like sentry, guard, etc. should be executed when clicking DONE on the ship detail screen rather than immediately. As things stand, GUARD-ing the last moving ship will zip through autopiloted vessels with the detail display still open, totally obscuring whatever happens.


2. Similar problem when double clicking planets:

The last click of the double click on a colony activates on the planet screen, often inadvertantly changing the current military or social project.