Survey Ships Fiasco

1) Sorry, but GalCiv suffers from lack of HotKeys. Better hotkey methods are needed.

2)  Movement should be shift click-able movement like Starcraft (1+9 movement points).   Scouts/Explorer ships can't scan anomalies so movement should reign. Also help prevent L and V movement moronic movements by default.  If I want to make a movement into uncharted tarritory beyond range... should be able to make my course and not be limited by the L path by the game.

3) AND... Scouts/Explorers should upgrade to Survey ships.... not warrior ships!    This makes no sense!  
Please work on upgrade paths for ships.  Civilization does a much better job at this.

 

4,507 views 9 replies
Reply #1 Top

1.  Still in beta  this is not an RTS so I am not sure what being able to hotkey would do.  Can you provide examples?

2.  Scout ships move in a outward moving circle from their point of origin...  sending them off into some random location is doable simply by clicking on the ship and then right clicking the location you wish to send them.    this is exactly the same as the shift click in starcraft...

3.  Civ has set and defined upgrades.  it is totally different in the unit mechanics.   GalCiv allows you to upgrade to ANY ship that is in the same hull level.  This is far superior to Civ.

Reply #2 Top

1. In GalCiv 2, you could activate the guard command by pressing 'g', or automate a ship by pressing 'a' (what it does depends on the equipment, a survey ship might go out an survey). There were many other ,keyboard shortcuts, the complete list is here:
https://www.galciv.wikia.com/wiki/Keyboard_shortcuts

3. You can not use upgrade to change the hull size of ships. It was like that in the previous game, GalCiv 2. In GalCiv 3, a survey ship is a medium hull, while a scout is tiny and an explorer is a small. That said, you can design your own ships so that you have tiny and small hulls that are equipped with a survey module.

Reply #3 Top

2) ships should not be able to travel out of range thats the whole point of the range mechanic the fact that atm ships can be tricked into going out of range is imo a bug that hasent been fixed yet.

Reply #4 Top

1) You are correct.  It has been mentioned as being on the list of priorities.  I look forward to it, but not real soon.  That is probably a late step in the process.

 

2) I am lost here, what are "L" and "V".  Why would you want keyboard movement keys?  I can't visualize where that would be superior to point and click in GalCiv movement mechanics.  Can you give an example?

I agree that moving through the out of range area is bogus.  I use it all the time.  I used it in GC2.  I figure the ships are on ballistic cruising mode until back in controlled space.  I enjoy it, but I wouldn't be sorry to see it go.

 

3)  As was said, it is all about hull sizes.  It is what is inside that defines the function, and that can change.  It stretches the imagination to think I can suddenly convert a ship from lasers to missiles by spending money.  Changing hull size makes no sense to me.

 

 

Reply #5 Top

I could be wring but i believe L and V are referring to ship pathing  L being the general path ships move over long distances and V being the shape ships move to avoid an obstacle 

Reply #6 Top

Quoting androshalforc, reply 3

2) ships should not be able to travel out of range thats the whole point of the range mechanic the fact that atm ships can be tricked into going out of range is imo a bug that hasent been fixed yet.
End of androshalforc's quote

Except via a wormhole. This has been part of the game since GC1.

Reply #7 Top

Quoting Lucky, reply 6


Quoting androshalforc,

2) ships should not be able to travel out of range thats the whole point of the range mechanic the fact that atm ships can be tricked into going out of range is imo a bug that hasent been fixed yet.



Except via a wormhole. This has been part of the game since GC1.

End of Lucky's quote

i accept wormholes to get out of range but you shouldnot be able to order that unit out of range 

Reply #8 Top

@Taslios    RTS isn't the point.   Hotkeys are always needed.    Makes game play more efficient, period.

@All those #2 haters (Yes, you are all failing to understand my point):  Sometimes I want to chart the path of the ship precisely.  I want to set waypoints for a ship.  I would even like to have it tell me if an anomaly is found in range for a ship with survey, but that probably asking too much.  These forced L paths don't make for very good resolution to unsearch area within one's range.
In GalCiv2 there was the ability to auto explore and auto survey.    This functionality is currently either or the other.

 

@All those #3 haters:  One of you claims that you can upgrade any ship to any other ship.   This isn't a true statement.  I want to upgrade by scouts, to explorers, to survey ships.  I cannot upgrade to survey ships is what I found so far.  I don't know about the current beta.  Either way, upgrades should be based on module type: constructor, colony, survey, etc.... if the previous ship and the new ship have that module then allow that upgrade.  Simple.

 

@Ya'all Relax and conquer the galaxy!

 

 

 

Reply #9 Top

I, for one, miss the ctl-s or function key quicksave that past GC games have had.