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.
28,697 views 689 replies
Reply #226 Top
Stackable transport attacks. If 2 or more transports attack a world they can attack cumulatively (admitedly, you can claim poor timing of wave attacks - a common problem in WWI & WWII and other places...)
Reply #227 Top
I read through all the suggestions so far, and have a few to add.

First the ones already covered:

* Add a checkbox to prevent deficit spending - I get a lot of income from trade, and when it drops off I can run -$$$ for many turns before I notice it.

* Leave trade details on the board if the offer is refused.

* Show % completed for projects that have been left idle. When I view a planet and want to check other build options I want to be able to go back to what I was working on originally.

New:

* Bug? When I try move a ship onto my planet, and there is a trade vessel there (the small one for ongoing trade) I can't do it (am asked to attack the ship).

* Some way to see what is causing morale problems on a planet.

* Targetted destabalisation spending. Sometimes I'd like to just focus on trying to get a system in 'my' sector to switch to me. I don't care about the enemy as a whole but just want to focus spending there.

* When choosing amount of influence or money in a trade session, there should be a cancel button so that you can quickly exit without applying it to trade.

* Add an option to not load the cut scene at the start of the game. I've seen it once, don't want to see it every game that I play :-)

* Make government descriptions provide more info. The republic description just says that colonies have more control over projects, but doesn't tell me what that means in gameplay (chance of rebellion, better production, senate).
Reply #228 Top
It should be possible to adjust the map display features from within the Tactical map.

There should be a "Tactical Map" symbol on the minimap's frame to take you to the Tactical map. Having to go through the planets listing is mildly inconvenient and not excessively intuitive.

There should be tooltips within the Tactical map telling you owner and name of systems, owner&name&defense of starbases and owner&type of ships when hovering over them.



~SDC~
Reply #229 Top
Please see my Vega Scoutworks thread, critique me if I'm wrong at higher AI levels (like normal and bright).

Also, should Starbases be allowed to indefinitely stack for each player? I thought reducing it to 1 per sector along with 1 resource per sector tops would be a better balance so that starships are still powerful and fun.

~SDC~
Reply #230 Top
More context sensitive help would be nice. I've become used to the old right click for more info over the years.

~SDC~
Reply #231 Top
POLITICAL SUGGESTION:

I think the elections ought to take into consideration how you've run the empire for the past TWO years, not just the DAY OF the election... makes winning them a little to easy and just too much like reality! Seriously... if I jack up taxes only to lower them for one month to win the elections it doesn't seem right. Maybe remember the average taxes overall with greater statistical weight to the last few months, sure, you know like 1 WT on month one, 2 on the enxt until you reach 24x on the last one? Would be easy to implement mathematically.

~SDC~
Reply #232 Top
With everyone wanting so many different things it will be difficult to keep everyone happy.

If you include a scripting engine and expose an object model with simple operations such as being able to adjust the economy sliders, launch and move ships, etc, we could program our own simple governors and launch only those ship types we want (my defense ships should stay in orbit where they were built, but my battleships should rally on my frontier...)

If you use something like the free ECMAScript engines (most people who will script know Javascript), and ensure any methods exposed check what the script is asking the game to do (to stop cheats), we could do our own thing and stop hassling you. ;)

~SDC~
Reply #233 Top
Most of my wishes have been posted already, though I would like to take a stand on one : please make it so each planet has its own sliders so I can really customize my production for each of them.

This is so fustrating to have to freeze most of your social production in your inner empire in order to be able to quickly build ships to face an agression at your borders, and at the opposite, it is so fustrating not to be able to focus on military productions because you still have planets that still need social improvements.

This is for me a big flaw in the system that prevents GC from reaching the "awesome game" status, though I consider it as very good (but still this flaw makes me gnash my teeth the whole time I play).



~SDC~
Reply #234 Top
Is this a stupid idea:

Research Captial: research is doubled.

~SDC~
Reply #235 Top
First - notes of praise!! :)

I loved GalCiv on OS/2 and this is superb. My brother (who was in the beta and gamma) bought me a copy for my birthday. He hyped it up so much I was almost afraid I was going to be disappointed but I haven't been. This game ROCKS!

2nd Suggestions - none of which affect playability or useability IMO.

1. When switching through the various filters for planets and fleets, be able to right click and jump directly to the filter you want to use instead of having to cycle through each one.

2. A simple way to locate a star by name it has been colonized.

3. A simple way to locate or mark uncolonized stars.

4. Ability to set load and target for colony ships when you start the build process, and have it abort the launch if the planet gets colonized before it's finished building.

5. Another filter on the galatic overview map (upper right corner) to show trade routes with brightness of colour indicating relative profitability.

6. Ability to set patrol points for ships with 'auto-attack/sentry/guard' options for the route. It would be really cool to be able to create a small group of ships and set them to patrol your borders or a section of border. I see three quick options: Create your route (one direction) and choose 'Back and forth' (A->B->C->B->A), Create your route and loop (A->B->C->D->A), Create route and stop for instructions (A->B->C)

X. Rally points for newly built ships (My vote in support of) ;)

X. Optional resouce sliders per planet (though I think that would take quite a bit of work on the AI side as well since it would add another level of algorithims to deal the production). (Once again my vote in support of) ;)
Reply #236 Top

First off I'd like to say that the game's great :D and I will throw in for the need for some kind of in game tech tree.

My biggest ask, though, is some more meat to the senate. I think it's great that there's a senate with all the same planet's faction that you chose from at the beginning of the game. Unfortunately, it doesn't play out. It seems like the members of the factions other than your own don't really matter. All that really matters is you keep your approval rating at 50%+. Since the basis of these factions are parliamentary, why not include some sort of coalition building? So, my party is the Mercantilists and I don't have 50% of the seats, so I have to go cut a deal with the Technologists in order to keep control. I make concessions and in turn get a mix of the bonuses betweem the 2(or more) factions. I could see how this would get complicated, but I think it would be worth it...

Secondly, I'd like to be able to trade for votes on UP council issues as well as have influence on the agenda.

Also, while I like the effects of good/evil in the game. I'd like to see more actions that affect this. Then maybe I can take that +40% planet quality and make amends later ;p
Reply #237 Top
Adding my vote to some another suggestion:

+ Patrol points for my ships in auto-attack mode.


And something that was getting me last night:

+ Allow me to assign ships to escort trade lanes. I want the ships to escort the traders, not just patrol, because if they're patrolling they may not be near the trader when it is attacked.
Reply #238 Top
Dunno if this has been suggested...

It'd be nice to be able to lock the 3 mil/soc/res sliders so that when you want to adjust em you don't have to fiddle so long to get the percentages you want.
Reply #239 Top
Show tech descriptions on the governors screen and the diplomacy screen. Not being able to right click and pop up a description of a tech is a bit annoying (preferably with additional info like estimated value and so on)

Allow governor lists to be saved.

Change the UI around for diplomacy, its irritating to click race, click talk, click race, click talk to go through everyone, and then have to click on minor races, click race, click talk (which are in opposite corners of the screen for no reason). It'd be nice if you could do a 'full' round with one button, or at the very least, move the minor races selection closer to the speak button.

It'd be nice if selecting tribute or influence as a bartering chip from the computer had an 'auto' button that would pick the maximum amount you can get without having to fiddle with the amounts until the trade finally goes green. The only relevant player decisions there are how many turns the tribute lasts - pick that, let it auto max the amount based on whats currently on the trading table.
Reply #240 Top
PLEASE make a tribute chart to see who's paying you tribute for how much and long. We have charts for all income except tribute.If you are paying tribute we need a cancel payment button in case we dont want to pay anymore.A tribute chart to and from your empire would be great I hate attacking a empire paying me good tribute.

thank you.
Reply #241 Top
I just wanted to second the suggestion for "Governor" sliders for economy in addition to the global empire wide three sliders. That'd really be nice, and it wouldn't make the game micromanage-y at all.

Oh, and is there anyway to make have like a ship listings type thing on the map where you can see the id names of all your ships that are deployed, rather than just dots? That might be asking too much, but it might be kinda nice. If it is already there and I haven't noticed it though, I'm sorry.


Reply #242 Top
A screen position lock would help when your focus on a spot that is very immportant you don't want the screen moving everytime you take your turn.

thank you.
Reply #243 Top
Is anyone having trouble posting new topics to the forums? I can add to existing topics, but when I hit the "Submit" button to send the new topic, it just disappears into the void. In the GC Strategies forum, I get a "server cannot be found" error.

Bill

~SDC~
Reply #244 Top
I'd like for submissions to the metaverse to be batched. That is, if you're not online when you complete the game, you should still get the option to submit your score, and the game will submit it when you're next online and playing.

Either that or some way to save the submission to a file so it can later be submitted (perhaps in the inverse of the way that software updates come down?)

This would be very helpful for those of us who dont have a permanent internet connection (or for whatever reason can't use it at the moment the game ends).

Thanks. :)
Reply #245 Top
Easy To Implement Suggestions

Suggestion #1:
==============
When dealing with Aliens; often I want to trade them tech in exchange for X bc for Y months.

1) When the player clicks the bc section, have the default 100 already selected so typing a number will just immediately replace it. As it is now, if you want to put 30 in and just type 3-0, you'll get "30100". You force the player to either slide the mouse slider or manually hit delete a few times.
2) Enable TAB to take you to the "months" field.
3) Same deal in Months as in BC line.

Note how quick it would now be to type 40 for 5 months.
* click
* 40
* TAB
* 5

Suggestion #2 :
Next to SEND and LEAVE buttons at bottom of dealing with Aliens, add a left and right arrows so I can switch to talking with other Aliens without backing out of screen and coming back in. I feel most players, like me, probably do all of their wheeling and dealing with ALL Aliens at once.

Sam_F7
Reply #246 Top
The "Galactic Cease-fire" UP resolution needs some teeth (say, a set duration... any civ that breaks it loses all trade routes or something (i.e. sanctions)). It was passed in my game, but the civ I was at war with resumed fighting about two turns later...

Unless, of course, you're going for a contemporary United Nations vibe. In which case, it's perfect the way it is. :p

- Ash
Reply #247 Top
Hmm... don't like this StarDock much.

[1] CRC only performed when file is finished downloading. This is extremely inefficient. Can you guess what happens if a 50MB file is corrupt somewhere at the beginning?

[2] MSI - ever heard of it? With a little playing with custom actions, it could be a much neater and simpler way of installing and patching the game. Why reinvent the wheel?

[3] Any way of fixing corrupt files aside from reinstalling the whole monster?

[4] Social project costs and/or morale drop from population should be examined further. The inclusion of modifications in the latest patch seems a bit knee-jerk. Was this fully thought through?
Reply #248 Top
I know this isn't really what you're looking for here, but I'd really like to see these forums spruced up a bit. Have some seperate boards, like one for suggestions, and one for bug reports, one for discussing the game, one for writing your own events etc...
I know this is a lot of work and server power, but it would help a community develop, and online communities are great for advertising things :D At the moment, half the threads seem to have over 50 replies, and thats a lot to read through on something with only a vague descrption of what it is.
I only just came to this game, and I think with all the other new people who will be coming here something a bit more organised would be a big help.

(P.S. While the board itself seems a bit simple, the posters seem great. I don't think I've ever seen a board where they're aren't any flames or locked threads.)
Reply #249 Top
Here are my suggestions to the devs. Some of these have already been discussed in this forum, but I'm giving my vote too.

- develop a way to assign the social/military/research planet-wise. It is not too micromanagement, providing a button for "set all planets to these values"

- the morale & overgrowth issues. Rather than punishing for overgrowth, one could for example restrict the overgrowth so that planets won't grow so populated that people don't fit in.

- tech trading issues (may be already fixed). Not fun, very strong strategy.

- space anomalies: you could as well remove all of them. Running around the galaxy after +1% morale isn't very much fun.

- space ships are not very diverse. In my games, there are ships I won't ever build - using Star Fighters in the beginning, Battle Hammers in the end (if you're going to get a military victory, you should have it before dreadnoughts), you rarely need anything else.

- rather than anomalies, increase random events, BUT make them better. Currently random events are either stupid or too powerful. One could for example have a system that has always a random period on, like those economic / cultural boosts... one would need several of those, of course, so that economic and cultural boosts don't take turns (as is my impression).
Reply #250 Top
Definitely would like to see the planets list on the right stay there and refersh turn to turn. I would personally prefer having that up instead of the minimap during long periods of 'skip turn' time.