[Feedback] Beta ver 0.82

Beta ver 0.82.4.0


Another quick feedback for the last beta.


1) General.

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The ship range limit is not visible enough for the Iconian civilization.

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The Thalan civilization uses the Torian civilization color (green) on the general map, it seems really strange to not see their pink and purple colors; and which colors will be used for the Torians when they will come back!?

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The color used for the minor races (brown) is not visible enough on the general map, and can be easily confused with the background color (icons in strategic view mode).

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Bradley is back (no more "Bradly"), great. :)

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When GalCiv3.exe is running, the CPU usage is between 25-30%, but the maximum frequency of the processor rises to 105% permanently (instead of ~ 50% generally). So the temperature increases rapidly.

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With the change to the population cap (10B pop for the civ capital, and 5B pop for the colony capital), I find that the player is too forced to research the farms techs; before the change it was a choice, now, it's almost a necessity.

I preferred the previous values (20B pop for the civ capital, and 10B pop for the colony capital) allowing a more flexible start (and I find they are good compared to those of GalCiv2).

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Why add a limit to the sponsors for a shipyard (5 sponsors), there is already the "1 ship per turn" limit?

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The Iconian and Thalan tech trees have nothing special, I think, and I hope, they are temporary?

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All the civilizations except the Drengin and the Yor have the same base improvements (Basic Factory and Research Laboratory) at start of the game; I would have expected a bit more diversity (different improvements for all the civilizations).

The tech trees are already very comparable appart some specific techs. I think it's not enough.

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When will be added the different musical themes for each civilization in the trade screen?

In GalCiv2, I like the so relaxing Torian theme. It would be a pity to not have them in game. ;-)


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2) Shipyard.

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Add a button to clear all tasks (remove them all) in the shipyard screen.

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Allow to set a number for the repeat function in the shipyard screen (ex: repeat 10 times this ship).


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3) U.I.

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Display all smileys for relations, not just when "At War", for all civilizations in the "Power tab" (general map screen).
(Don't forget to make the "At War" smiley different from the "Furious" smiley.)

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Display the logo and the name of the civilization that controls a resource in the resource tooltip.

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Display the logo and the name of the civilization that controls a starbase in the starbase tooltip.

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Display the logo, the name of the civilization and the name of the civilization leader in the "Incoming Message" window.

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When an AI sends a request to remove a starbase from his territory, there is no way to check which starbase it is, and where the starbase is located; I suggest to add a "Wait" button so the player can go on the general map to check this.
(Click on the "Wait" button centers the screen on the starbase.)

Or give, at least, full info on the starbase in the request window.

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Add a "Standby" command for the ship/fleet, (just wait another order, while doing nothing).
And a way to set all the new ships built to this command for the entire game duration (optional).

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A constructor cannot enter a starbase if there is too much ships in orbit (defense); the constructors should not be included in the number of ships in orbit.

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Bring back the 3 digits for pop growth per turn (ex: +0.125), it's confusing and difficult to test with only 1 digit (ex: + 0.1).

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Add a way to know how many free resources (not yet harvested), for each type of resource (Thulium, Elerium, Precursor relics, etc.), there are on the map (already discovered only).

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In the colonies tab (Govern Civilization window), show free tiles near planet class (ex: 15 (2), 2 free tiles on the planet).

Also, the "Govern Civilization" window should be full screen and should be able to display at least 50 colonies per page (100 colonies per pages would be better), as now, there is really big size maps to play, with near a thousand of planets to manage (it will be 10 pages with 100 colonies per page, it's already a lot).


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4) Diplomacy.

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It's no more possible to see all relations, with all civilizations, all at the same time in the Diplomacy screen. Mouse over each civilization becomes tedious.

Display directly the relations with the others civilizations near the power value (ex: Iridium 230 "happy smiley").

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When another civilization is selected, add a way to display all the relations this civilization has with all the others civilizations.


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5) U.P.

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Show directly the relations with others civilizations, in the U.P. screen, instead of tooltips, much more rapid and efficient.

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Display a pie chart (with percentage directly displayed) for the % of votes, in the U.P. screen, instead of tooltips, much more rapid and efficient.

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In the U.P. screen, the leaders should be displayed by taking into account their vote power, from the left to the right (ex: 25%, 20%, 18%, 12%, etc.).


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6) Planet.

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Display the pop/max pop info (ex: Population 8/11.5) directly in the line for the population info (in planet screen), it's necessary now for the civilizations with the "Farmers" trait, to avoid to check the pop for each planet (with the tooltip), as the max pop can be superior to the food on planet (ex: Iconian max pop 11.5, food on planet 10).


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7) Trade.

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Can we have a value for the player's techs instead of "NA" (in turns), just like the techs of the other civ, in the trade screen.

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Can we have icons for techs, ships, starbases, colonies, etc. (distinc icons for techs types, ships types, colonies types, etc.), like the strategic resources, in the trade screen.

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In the trade screen, after each trade during the same session, the setting (opened/closed) for the lists (planets, ships, etc.) is reset to "opened", not very practical.

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Add a direct and quick access to the other civilizations when trading with a civilization, in the trade screen (ex: logos of the civilizations on top of the screen to direct access to each civilization).


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8) Designer.

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Reverse the list order, in the designer screen, to have the best component on top of the list (ex: beam + 24 in first position, beam + 12 in second position, etc.).


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9) Bug.

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The Thalan civilization is supposed to have free techs at start of the game, they get nothing.
I suggest a specific window (per example) at start of the game "Choose your free Techs".

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There is no more info about the values for traits in the tooltip for "Race Traits" (+10% for this, +2 for that), in the "Choose Civilization" window.

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In the starbase tooltip, the precursor relics are not listed.

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The Galactic Event "+ 3 sensors range for all ships" doesn't work.

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The sound system in the game is totally broken (ex: strange sounds in the diplomacy screen, etc.).

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In the available project list (planet screen), when there is a lot of different improvements in the list (ex: 30), the following is not accessible.

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The "auto adjust credit" system to make a deal, in the trade screen, is totally broken.
Add a tech from the opponent list to the trade list, and then try to add credit to make the deal in your own list, it don't work, you have to click several times to get the right value.

It's difficult to test the game because of it.

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Sometimes, it's not possible to build the "Planetary Soil Upgrade" improvement.
This should never happen.

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Old bug always present, ships disappear in the asteroids.

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Growth per turn always displays +0.1.

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Old bugs, still there.

All tech trees except the Terran (apparently right) have bugged boxes.
What a mess. ;)

Square boxes instead of round boxes, round boxes instead of square boxes, "3 in 1" boxes have round boxes and square boxes at the same time, etc.

A complete check is necessary.


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Previous topics with still valid suggestions for the game:

https://forums.galciv3.com/462394

https://forums.galciv3.com/462885


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4,003 views 2 replies
Reply #1 Top

4) Diplomacy.

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It's no more possible to see all relations, with all civilizations, all at the same time in the Diplomacy screen. Mouse over each civilization becomes tedious.

Display directly the relations with the others civilizations near the power value (ex: Iridium 230 "happy smiley").
End of quote

what i would like to see is eliminate the colored rings for war neutral alliance and replace that with simply highlighting the faction planet with green or red based on war/alliance.

now move the planets closer/further to the main viewed planet based on relationship. this would allow you to see maybe the alterrain's have declared war on you but they generally dont think you're such a bad guy and by talking to them you might be able to get a peace treaty very cheaply. or that the snathi who you are allied with have been drifting away from you and might start thinking of breaking that alliance.

a further step might be to allow all planets to move based on their relations with each other but i think thats a little complex for this ui.

 

 

 

The Thalan civilization is supposed to have free techs at start of the game, they get nothing.

I suggest a specific window (per example) at start of the game "Choose your free Techs".

End of quote

i found this issue with a custom race the problem i discovered is that you only get the free techs if you select them from the useless tech screen rather then the full tech tree screen.

 


In the available project list (planet screen), when there is a lot of different improvements in the list (ex: 30), the following is not accessible.

End of quote

what is the following?

 


Sometimes, it's not possible to build the "Planetary Soil Upgrade" improvement.
This should never happen.
End of quote

i disagree im not sure if we have talked about this or if its been with other people but
each tile has a usable land mass, the planetary soil upgrade allows you to terraform 1 tile of at least XX quality, if you dont have any free tiles of at least that quality on your planet then im sorry but your out of luck. I would rather lose out on the occasional tile upgrade then have them reduce all planets by 4 leaving and have 4 tiles reserved so that they could guarantee that you could always use each level of terraforming at least once 

Reply #2 Top

@androshalforc

what i would like to see is eliminate the colored rings for war neutral alliance and replace that with simply highlighting the faction planet with green or red based on war/alliance.

now move the planets closer/further to the main viewed planet based on relationship. this would allow you to see maybe the alterrain's have declared war on you but they generally dont think you're such a bad guy and by talking to them you might be able to get a peace treaty very cheaply. or that the snathi who you are allied with have been drifting away from you and might start thinking of breaking that alliance.

a further step might be to allow all planets to move based on their relations with each other but i think thats a little complex for this ui.
End of quote

I had hoped to have, at least, all the tools available in GalCiv2...

...the Planet/Ship list window, with 19 selection criteria for the planets, and 27 selection criteria for the ships, with a reverse order possibility for the display of the lists, and with 4 filter types, and even with a search function (though, the search function is broken, and do not work; but the idea is there)... ...really useful...

...the Foreign Policy window, with full info about the other civilizations...

...the Civilization Manager window, with full info about your civilization...

...and with direct access to the info, without tooltips to check everywhere, I find it so cumbersome to use...

...etc. ...

...all of this with a better implementation, and in the standard version of the game.

I think it will not happen, unfortunately.

In the current state of the game, and the launch of the game is scheduled next month, all the tools are far less effective than in GalCiv2.

i found this issue with a custom race the problem i discovered is that you only get the free techs if you select them from the useless tech screen rather then the full tech tree screen.
End of quote

I checked, and actually, you are right; they get the techs if there are selected in the "home" tech screen (5-6 techs depending the ones the player choose).

I always go directly to the full tech tree screen, as I make long term plans for research; I need to look at "what comes next", and not only the short term benefit.

It seems a bit broken the way it's implemented currently, the player need to be advised about the free techs.

what is the following?
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The other improvements/projects that come after in the list, the rest of the list is not reachable, the list is blocked.

i disagree im not sure if we have talked about this or if its been with other people but
each tile has a usable land mass, the planetary soil upgrade allows you to terraform 1 tile of at least XX quality, if you dont have any free tiles of at least that quality on your planet then im sorry but your out of luck. I would rather lose out on the occasional tile upgrade then have them reduce all planets by 4 leaving and have 4 tiles reserved so that they could guarantee that you could always use each level of terraforming at least once
End of quote

It was in this post: :)

https://forums.galciv3.com/462394/get;3529818

13) bugs the only issue i have here is the one about soil enhancement

currently (AFAIK) the game generates continents randomly and places them on the planet. each tile depending on how the continent is placed is given a useable land mass value

at colonization all tiles with 100% ULM are available.

soil enhancement allows 1 tile of =>90% ULM to be made usable (im not sure if its actually 90%)

and each additional terraforming tech lowers that requirement by 10% or so

this means that yes there will be some planets that a certain terraforming tech will not work on this is not a bug IMO an annoyance at time but it adds to the flavour of the game.
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If the player researches a tech, and the player cannot do what the tech is supposed to do, then, I consider it as a bug, and not as an addition to the flavour of the game.

The game should work as intended, and if the system design is not optimal, then it must be adjusted.
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There is no need to reduce the planets class (to reserve the tiles devoted to terraforming).

The random "land generator" should take into account all the possibilities for all the terraforming techs (in game and modding) before the land tiles are generated, so that there is always enough tiles to use all the terraforming improvements possible in the game.

The only real limit should be all the possible tiles on a planet (63 tiles).

All the techs and all the bonuses they give should be functional.

All the other techs work this way (except the % bonuses for ship move, ship range, and sensor range, ;-) and all the other problems not discovered at this time, but that's another subject).

I also find that 1 tile per terraforming tech is not enough, the GalCiv2 terraforming techs (1-4 tiles per tech) are better for me.