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.
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Reply #551 Top
A few (more) requests (some of which are likely repeats - sorry - this thread is HUGE):

Starbase name listed when asked if I want to upgrade a starbase (ie when a constructor arrives)

Ability to direct (or mark or list) technology advances towards a goal (tech, unit, project)

"Fix" (read change) to the "wasted" resources issue when no social/military project(s) exist on a given planet :-)

Frequency sliders at startup for random events

Newly de-orbiting ships should get movement bonuses from starbases

Use wheel on mice to scroll tribute ($/influence) and ship loading (colonists/soldiers) preferably in 10 or 100 unit increments.

An option to disable planetary cultural defections of AI planets to me - I just can't seem to win a cultural victory, all of the enemy planets capitulate instead - but it's probably me

Pressing "space" should merely skip that ships's turn, but allow manual movement if clicked on

An option to have all "autopiloted" ships take their movement now

Thanks again for all the great work!

~SDC~
Reply #552 Top
Oh boy there are too damn many posts..

Well my suggestions are following:

1) Show planets location in planet screen. I usually have no idea what I should produce next if I can't see where planet is. It makes no sense to build Battle Axe in wrong end of you nation in huge galaxy :)

2) Zoom. I really can't get good overal picture of situation when can only see one sector at time. And I mean actually see it so that I can quickly see what ships I have where and what areas I have explored (so F9 screen doesn't count)

3) Info popup (or some other way) to show information about products/technologies/planets/ships in governor/diplomacy ..well everywhere

4) Diplomatic assistant telling me how good deal we are getting. Lack of this combined with no way to see information about technology in diplomatic screen is not nice. Sure I can see when deal is acceptable to AI, but I have no idea how good it actually is for me.

5) Labels and other markers on map. It would help strategic planning if could mark enemy starbases and own battle plans on map.

6) Starbase effects should be given to certain range from base, not by sector. Sector thing might be easy, but to me it would make more sense if planet that is right next to base but on wrong sector would get bonus than current system where bonus goes based to arbitary sector system.
6.1) Base range could be based on motor technology, and modules could also expand it. Perhaps all modules expand it little but there would be modules that expand it more?

7) Own ship names for each race. And are they modifiable because I don't like USS Someship and too lazy to change them everytime.

8) Is there technology that would allow you to use unpopulated planets in starsystems to gather resources etc.?

9) And from 8 I thought why not have mining station or something that you could send to starsystem and have it send resources to your real colony? Perhaps some limited range and possibly somehow related to starbases?

10) Convoys for trade routes. Put starships on convoy and if enemy wants to destroy your freighters they should have to kill your battleships first. Perhaps limit this so that you can only use certain ship types (enough speed and range)

11) Secure sectors. Like auto attack, but only with given sectors.

12) And would it be possible to use bigger resolution? Hopefully do it like TOAW does it, when have bigger resolution just show bigger area of map and leave all unit pictures same sized.

13) UP system needs work. I would like to see what issue is going to be and really would like to be able to use diplomacy before voting.

14) And of course more of everything :)

Reply #553 Top
A little HISTORY TEXT WRITEUP GAME SUMMARY like Civilization 1 had if
you won the game.

It would have the dates that certain wonders were achieved..dates that you built certain colonies...dates
where you discovered some technology...and dates that
you conquered places.

and a little map too.


That was a really great great feature that game had.
too bad it wasn't in civ2 or any game i know since then.

:(

Douglas


p.s. these days i have take screenshots of my game and
use paint shop pro and notepad to make little writeups
and map summaries of my games :)
Reply #554 Top
How about using a bug/RFE tracking package? ;) Preferably one that would allow users to rate enhancement suggestion, and perform search/filter/sorting functions?
Reply #555 Top
1) Eliminate stuff from the build queue you can't build. If you've built Frictionless Clothing at one system, why does it appear as possible in another?

2) Show Trade Routes on the main map. This makes planning where to put starbase improvements on Gigantic Maps easier to place.

3) Online Tech Tree. It should shade in the ones you have already completed. As it is, it's pretty darned confusing.

4) Scrollable archive of messages. As it is, I'm sitting at my console with a notebook.
Reply #556 Top
It would be great if the stardock newsgroups mirrored the forums (or vice versa). I can dl from the NNTP server to my Palm, but that does not have most of the good stuff on the forums.
Reply #557 Top
Seen in http://www.galciv.com/forum.asp?BID=GF&id=43638
What about a trade embargo options in the diplomacy screen, so you can convince the AI players to stop trading with a certain empire.
Reply #558 Top
This won't be a popular suggestion but maybe create a "Cheat Mode" so you can just play around doing things (would also be great for those testing mods) but if you use it your score = 0 thus it couldn't have an effect on the Metaverse

Could include stuff like "Run Event" "Add Ship" "Add Cash" "Edit Tech Levels" etc etc

~SDC~
Reply #560 Top
Converting unspent production to currency is a bad idea. I know it has received a great deal of support, but I don't think it is a good idea from an economic and realistic standpoint. Supposedly, production capability is suppose to be like our factories. Well, if that is the case, then having production being converted to credits makes no sense because it means that factories sitting around doing nothing should be allowed to generate money.
This is only my opinion on the matter. Honestly, I've rarely had my planets build nothing.
Reply #561 Top
During production cycle, in the upper right color is an x,y location of the first system in the production. To my knowledge, it does not reset as the system changes in the screen. Sure would be nice to know the location of the system when ordering the production.
Reply #563 Top
The biggest micro-management problem I have is when it comes to building all the starbases. If there was some way to build the starbase "from the top down", i.e. you could set the location for the starbase and all the modules you want on it, and constructors would automatically travel there, I think it would lessen the micromanaging. Also, I would like to see some kind of "planets" screen a la moo2 and moo3 where one could check out all the uncolonized planets and automatically send a colony ship to them.
Reply #564 Top
Also, the game needs more "hyperlinked" stuff, a la Civ II. E.g., you could click on a tech in the diplomacy screen and it would tell you what it does, or you could click on an improvement and it would tell you what it does. This combined with an in-game centralized store of knowledge (galactic encycolpedia or whatever) would greatly reduce the tediousness of figuring out what exactly the techs and improvments do.
Reply #565 Top
I read every page! :CONGRAT: But merely scanned posts that focused on non-interface issues. The only suggestion I have that is not related to my main point here is to fifteenth the request for an autoexplore command. It's too tedious on larger maps.

INTERFACE OVERHAUL

The only major problem I have with galciv after playing for a while is the interface. Others have asked for the minimap to be visible at all times, with a drop-down being used on all sort functions (especially the planet list sorter). So instead of confining planet and ship data to the right-hand column, make a full-screen interface.

The current minimap interface (which reappears when you click on empty space on the main map) becomes default, and the leftmost interface button on the bottom of the screen would simply return you to the main map.

As with the Domestic Policy, Foreign Policy, and Research screens, clicking on Starships and Planets should open full-screen interfaces.

The planets screen shows all known planets, colonized or not, and can be filtered by checkboxes for Colonies, Uncolonized Self-Owned, Foreign-Colonized, Uncolonized Foreign-Owned, UnOwned. Additional sorting would be available via a dropdown box next to these checkboxes along the top of the interface.

Below the filter/sort options, each planet takes up a row across the main screen area (the minimap, graph, and stacked ship list appears on the right-hand side and updates for each planet row selected/highlighted).

Each planet picture is displayed, with the same basic stats next to it (star, planet, class, pop, morale, income, expense). Across the rest of the row are items that can be changed via a drop-down box: Military Project (turns)(buy), Social Project (turns)(buy), Governor, and Propaganda spending.

The ship screen would be much tighter, looking much more like a spreadsheet. Full filter and sort options would go across the top, and each row shows every ship stat.

As for the right-hand column itself, move the stacked planet list to be just below the minimap. When a star is clicked on from the main map, replace only the Chart and News boxes with a scrollable planet list (instead of the entire column).

With these changes, the other interface screens that go full-screen can be tightened up a bit now that including a second minimap there wouldn't be necessary anymore.
Reply #566 Top
One extra - double-clicking on any row returns you to the main map with the ship or planet selected.
Reply #567 Top
Curse this lack of editing ability.

"As for the right-hand column itself, move the stacked planet list to be just below the minimap."

should read:

"As for the right-hand column itself, move the stacked ship list to be just below the minimap."
Reply #568 Top
Hey all.....relatively new so if I repeat anything don't hate :) Oh....and thank GOD for GC!

How about auto-scout? Or asign waypoints? Have the scout ship scan a sector then move on to the next. At least recieve notification that the scout is done with a sector.....it's annoying to lose track for a few turns only to find your scouts have been going in circles the whole time.

Also noticed a problem (bug) with grouped ships. Especially if I group them with a Terror Star. My T-Star will move it's four spaces and then the rest of my ships will move an extra 3 or 4. Now...if I first select my T-star to move, the ships will dissapear and magicaly return to the T-star. But I'm able to select some ships first and then move them somewhere before selecting my T-star....after wich the rest of the fleet (that I haven't moved) will suddenly pop up with it when it moves.

The ability to choose where you want production to go on a planetary level. It's annoying (especially late in the game) to conquer a major enemy planet and not be able to do anything with it. I also can't seem to effect moral on planets wich have defected to me, no matter how many moral facilities I build. I could be missing something though.

And an extra button or something for ship stats. Maybe numbers at the corner of our ships to tell you how many more turns to reach their destination.....or how much money your freighters are bringing in that turn.

How about being able to target a specific system or sector for destabilization? Not just the entire civilization? That might require too much re-writing though :(

Have ships move in as straight a line as possible. I've noticed that I lose time because my fleets want to take the scenic-route.

Ummm....is it possible to have your ship style change to reflect your good/evil status?

And please don't think take any of this as griping. I'll be playing GC till I'm old and grey!!!
Reply #569 Top
me again.....

How about a list somewhere of what wonder's you've built?
Reply #570 Top
the random events should really be tweaked so that being good doesn'y aoutmatically get u a penalty and being bad might get you a penalty. Example: The plague that breaks out where you can harvest the stuff, if you let you're people die your approval rating should go down and if you save your people your approval rating should go up
Reply #571 Top
I've also read a few posts about the "idle factories" debate. I also don't believe they should just generate money. Economics shows that you have to build SOMETHING and then sell it to make money. A factory doing nothing is a factory doing nothing.

Here's my (humble) solution....

Social factories should have the ability to create trade goods for a small fee. Create a small cash flow that way. But not a lot.

Military factories should have the ability to create extra parts and such for fleet maintenance.....thereby taking down your overall maintenance fees a bit.
Reply #572 Top
ok....I put a post on here and it vanished:(
here it is again.

"Idle Factories Debate"-- a factory doing nothing is a factory doing nothing.

Social factories would have the ability to create trade goods for a small fee. Generate cash flow that way. A little, not a lot.

Military factories should have the ability to create spare parts and such for fleet maintenance....that would bring down fleet maintenance fees down some. Again a little, not a lot.
Reply #573 Top
ok....umm....I'm stupid :p
Reply #574 Top
Suggestions:

1) Have 2 purchase buttons, one for military, one for social (in case the wrong queue is shown when bringing up planet screen). This would spare one having to dig through the queue to highlight the right item & then purchase it.
2) There should be a way to display suitable uncolonized planets without clicking on every system.
3) I second the request for pullodowns (or direct entry). It'd be nice to be able to type a % in spending rather than have to clickfest it.
Reply #575 Top
In the diplomatic screen when clicking on stats, the list of items on the lower right is way too big. There's are scroll arrows (up or down), however there isn't any scroll bar per se. So when you want to go back up, it takes forever. just a suggestion: include a scroll bar.