Found problems/concerns

Played the Beta for 250 turns so far...

 

Here are the issues Ive noticed so far...

 

1) Planets can not be idle and still have the "turn" option.

When one of my planets is full of buildings, I have to destroy one and rebuild or I cant get the "next turn" option.

Ships I can put on 'sentry' or whatever, shipyards, I can put on 'inactive'. Planets don't have any kind of option that I found.

 

2) On the "user" ship building... I can create any ship I want and save it to 'template', but that template never shows up in build possibilities.

I can only take an existing design and 'use' it and modify it how I like.

... On a personal note, the 'extras' on ship building seem to be lacking in saucer-style pieces like GC2 had... I can make some amazingly Star Trek (Starfleet)-like ships with that one.

 

3) I assume some of the graphics etc... are not finalized, but I hope the "pointer requires having a grid in view" is optional. That kinda takes away from the Immersion ya know?

 

4) Going back to building your own ships... I didn't see how to rotate the ship you're building up/dpwn/upside-down, whatever.... in order to get your build right. For example... I like to put weapons on the under-side of ships. The mechanics to flip the ship upside down I couldn't find. If theyre there, theyre not clear. On GC2, this is very easy to navigate and understand.

 

5) On the United Planets voting that happens every quarter, or year... this mechanic seems to be well improved, but....

Maybe have more then just 20 or so static things to vote on/repeal. If I sat down for an hour or two, I could come up with 50-100 things to vote on... some big, some small. Maybe have more then one resolution to vote on during a session? Maybe one Big resolution, 1-3 small ones?

 

6) Can asteroids no longer be mined? Or, only if they have dutrinium (sp?) Are other plain asteroid fields useless?

 

7) The turn number.... years & months served much better. You can say, "ill check diplomatic relations in January."  Then a few turns later, you've forgotten what turn you said that at! See what Im saying. People are very used to going by months, or at least seasons (not boring  turn numbers).

 

8) At a shipyard, whenever I research an improvement (say in lasers), the ship building screen (at the shipyard) gives me options of building the new and improved ship design or obsolete design before it.... or the two or three before it. My ship build options quickly become ridiculous as Ive got a choice of 4 different Paladin (or whatever) class ship. Either auto-obsolete the old design or at least give me the option to auto-obsolete it.

2,590 views 5 replies
Reply #1 Top

1) There are "Economic Stimulus" options, which will simply put extra work that turn into creds.  Although this means you'll have to keep an eye each turn if you have future plans for the planet after research has been completed.

2) I noticed the same thing--though I'm new to the designer, so I figured I had stuff to learn about it still.

3) Fact.

4) Use the middle mouse button to rotate your ship.

5) Still developing my own opinion, but interesting idea you have.

6) I have no idea what you mean, I mine the Durantium deposits all over the place, but perhaps there is the tech later on which is required?

7) No opinion currently.  I haven't played much.

8) I think you have the option in the bottom left to Obsolete them, however due to the nature of how complicated ship designs can be, "Auto-Obsoleting" may never be possible.  Range vs Speed, this laser power vs that laser power + shield strength, etc.

 

Reply #2 Top

Aye, (8) I delete the obsolete ship designs manually (I figured this out around turn 100, but it seems tedious).

(6) Durantium... yes I know how to mine it, but those other 'naked' asteroids.... are they useless?

(4) What if I don't have a middle mouse button... actually ill look into this.

(1) Ill look into this too.... but it seems like a stop-gap. Maybe fine for 1-4 planets but, what happens when I have 25-30 planets? Shouldn't have to have my "next turn" option stalled just because I have 1+ planets that aren't actively doing anything. They should go into some kind of "move the unused resources to another area" mode.... like in GC2.

Reply #3 Top

#6   Astroids can not be mined as they were in Galactic Civilizations II at this time, maybe in the future there will be something as mentioned in several of the dev streams.

 

Reply #4 Top

1  They are projects and they can cover turning production into research, money, influence, ideology, birthrate and probably a few others I'm not thinking about.  Otherwise you would have to adjust the economy of each colony ever time you need to do an upgrade, it works out fairly well but yes can be annoying.

Reply #5 Top

1. Set to the manufacturing on the spending screen to 0. If you are not producing any manufacturing points, then the game won't bother you with idle planets. Alternatively, you can divert all manufacturing points to the shipyard, then it is only the shipyard you have to worry about.

Or pick a project and it'll do something else with their manufacturing points besides building planet improvements (like produce money, research, or culture). However, projects like birth subsidies or assembly relate to population growth (so there is a point where they are done) but they will never tell you that they are done, so you will have to get into a habit of checking in on those every so often.

By the way, you can set the spending for each planet independently of each other, so one world could be all manufacturing, another all research, and another 50% research 50% money.

2. In GalCiv 2 first release, you had to design every ship. If you did not design your own ships, you would fall behind as the game did not design ships for you (the sample ships were terrible). Many players liked designing cool looking ships, but many would make the mistake of adding high tech components to them so they wouldn't be available the next game they played (at least not until they unlocked those ships by researching the techs). Many players (myself included) then started a habit of design cool looking ships with no functional components added so we could get access to cool looking ships the moment that we unlocked the correct hull size. Every ship there after would be upgrades of those "templates".

The devs took notice and for the 1st expansion they added a new feature so we could save ship templates.

The AI ship designer came much later as a late patch for the final expansion. It designed combat ships for the player, 1 per hull size. You got to choose what weapons and what defenses it favored.

Now for GalCiv 3, it seems to design 1 ship per ship class (and obsoletes the previous design). Such as rangers, cutters, or avatars (these are different kinds of attack ships). They also design ships for different ship types, like scouts, survey ships, or constructors. We unfortunately don't have the means to define or edit what counts as a ship of a given class (which is what you seem to be asking for).

7. I like the turn number. I find it easier to keep track of progress when using turn numbers. For instance, if I'm not ready for war by turn 100, I need to get my but in gear. Switching turn 50 to something like January 1st, 21XX (or something like that) would only confuse me (I would have trouble figuring out how far into the game I was).