Suggestions for Dec/Jan Expansion pack...

If Stardock go ahead with an expansion pack in Dec/Jan, there is a little touch that I personally would find very nice (and I'm sure I'm not the only one), and that would be for a couple of automatic naming lists.

i) Star system naming list.
This would mean that as you colonise new star systems the suggested name that appears for it would not be its default name, but instead the next available name from a pre editted list.

ii) Ship callsign naming lists.
This would work something like this...

Scout class: Gremlin
Starfighter: Goblin
Defender: Orc
BattleHammer: Troll
BattleAxe: Ogre
Corvette: Wyvern
Frigate: Drake
Battleship: Dragon
Dreadnaught: Hydra

(okay thats not all the ship classes, but it gives an idea of what I mean).

The way this list would work is that if I built say, a Corvette, it would still be a Corvette class ship, buts its code name/callsign would be listed as 'Wyvern #' where # is replaced by a unique number identifier.

On my first couple of games I kept renaming them all manually, but it just took too long, so I got bored of that and stopped doing it. I think it would be a really cool thing to see in a future expansion...
936 views 47 replies
Reply #1 Top
I'd be particularly interested in the editor and related facilities - perhaps Hawaii-50 could be persuaded to put GalCivWriter into the pack!

Alex


~SDC~
Reply #2 Top
I think that if they will use 3d, I think that frogboy mentioned this possibility, would be nice to have planets different from each other, I don't like that all th PQ 18 look similar, how about different colors for different star systems.
Reply #3 Top
3D isn't coming until GC2... a premium expansion will still be using the same engine :(
Reply #4 Top
I'd like to see the ability to choose the UP diretive up for voting, maybe by the most influential civ or by rotating chairman (like the UN). Not having any control over the directives really bothers me. Also, although I know it would not be possible in an expansion pack I would love a zoom in/out feature as I find it very hard to get an overview of an area with such a close veiwpoint.

JT

~SDC~
Reply #5 Top
I would like to be able to hit an arrow key on the diplomacy screen to next civ when trading instead of backing out and then using an arrow key to next civ and hitting speak to again.
Reply #6 Top
I would Like a global auto sell item key. IE after flipping alien planets I don't have to go to each one to sell off the useless improvements I don't want I could hit this key and instantly It would sell any and all of those items both that existed or were acquired later.

I would like more races and more variability among the aliens. It seem's they are kind of all the same to me.



Reply #7 Top
Some thoughts :

1) Disallowing starbase bonus stacking for two identical modules on two different starbases (except of course ressource mining). Starbases should be scarse and players tend to build fields of starbases because of bonus stacking. So the trade bonus for a sector should not be higher than 50%, only one Party Palace per sector etc.

2) The trade revenue of a freighter during a turn should be based on the distance covered during this turn. The current system is flawed because players tend to make the freighters very fast outside sectors with low revenues and slow in sectors with high values. This is counter-intuitive...

3) Establishing several trade routes between two systems should be penalized (loss of value) or even forbidden. Establishing several similar trade routes (i.e. between 1 foreign system and two of your systems in the same sector) should be penalized too. The logic is that an efficient trade should be very versatile and reach as many parts of the galaxy as possible.

I think those 3 points will stop many popular efficient but boring strategies, used only by players, not by the AI.
Reply #8 Top
On my first couple of games I kept renaming them all manually, but it just took too long, so I got bored of that and stopped doing it. I think it would be a really cool thing to see in a future expansion...
End of quote


is it possible to go into the .ship files and globablly rename them there?
Reply #9 Top
would like the ability to assign the starting planet of a trade route.

hmm, anyone try that even? build a frieghter at one planet, orbit it at another, and see if the origination point changes?
Reply #10 Top
I don't know about changing files, wouldn't that cause my games to be anomalous or something? In any case, it would be nice to have a friendly interface on it...
Reply #11 Top
How about turn limits on trade good leases? Instead of giving the bonus forever, it can be leased for x number of turns.
Reply #12 Top
1) As Pontius said, some way to more easily eliminate unwanted colony improvements.

2) The ability to move waypoints so you don't have to go through each planet manually if you want them to all send ships to a new destination.

3) I haven't abused trade stacking much but influence stacking is currently insane on SB's. I can take over an entire galaxy by building 4 party palace terror stars and just moving them from sector to sector.

4) Fix the 1 influence per turn makes everyone love me exploit.

5) Currently there are some techs (mostly the ones that let you build new ships) that aliens will only trade for insane amounts. It seems silly to me that the drengins won't trade battleship tech for 5 other more expensive techs and 4 of my planets. I sort of understand why this was done but to me tech trading is what I like most about the game and to have those roadblocks in there is rather annoying. Make them expensive sure but not ridiculous.

6) As much as I like making the aliens all go to war with each other without having to myself its pretty overpowered. Perhaps aliens should only be willing to attack another race if you attack as well. If this is implemented though, the price for attacking should drop substantially. Something like the humans say to the drengin: If you attack the arceans with me I'll give you interstellar capitalism.
[Message Edited]
Reply #13 Top
Essex: We are talking about things for the New Exp-Set...

Influence Stacking (in the way it works now) has to be fixed in a Patch as a Bug Fix!

The Ability to move Waypoints is also important... They are next to useless for me right now but if I could move them they would be useful.
Reply #14 Top
Perhaps aliens should only be willing to attack another race if you attack as well.
End of quote


Definitely a good idea.
Reply #15 Top
As I mentioned in another post I would like to see some sort of system to automate constructors as I find it tedious to work with large amounts of them in late games.
If you could assign a governor to starbases and select that governor on a planet, any constructors produced by that planet would head off to the nearest starbase with the same governor that had space for more modules.
There's probably a better way of automating the constructors though.
Reply #16 Top
More major races (they announced two more, I would like to see a lot more), possibility to choose to fight them all or only some of them, possibility to create political parties, possibility to create new stars and planets, possibiity to actually influence the amount of stars and planets generated in a map, random game generator, scenario's, random scenario generator, more influence in the game with RPG factors (exploring space: what will you find on the next planet? If it is inhabited: the inhabitants could have there own filosophy and be friendly or start to attack or ask your help "quests" etc etc) , more communication with the other civs (not only about war and peace and trade). Yeah, some (or most?) of what I would like to see is Galciv 5 probably, a universe to explore, no boundaries, full of surprises, quests, like the "real"Startrek world" ;)
[Message Edited]
[Message Edited]
Reply #17 Top
possibility to create political parties
End of quote


You can do this already, by hand-editing the data files or with H5O's editor.
Reply #18 Top
Yes, I know, but simple people like me dont want to mess with data files, I just prefer an option to do this in the game itself.
Reply #19 Top
If that were the case though, it would basically just boil down to you getting 5 extra ability points.
Reply #20 Top
if anything Politic parties should have more of an impact on moral/ethical moves of your empire, because currently it has no impact at all and that isnt quite fitting with the game.

also Im still a firm beleiver as I was during the beta's that there should be some way to moderate borders between 2 empires, this would add a new level of politics to the game, as fights over territories would become more enhanced, as well as treaties to enforce them, at present there is no way to have a neutral zone or anything like that which you patrol.

Also I think a change to the whole Starbase idea is in demand, At present they are too heavily amused, and as such I think there should perhaps be 2-3 classes of Starbase, ranging from a Long range Outpost to a Starbase and then perhaps onto some sort of Sector Starbase which would replace our current ones.
This in conjunction with limiting the amount of Modules you can have on each type would greatly increase the playability and tactics of the game, if you can only create starbases if they are within 2 sectors distance from a planet it will make the game more balanced.

As for another thing, I'd really love to see some sort of Covert Operations devision of the navy, ships that you can use to attack another race without it being tracked back to you, or take you to war, or perhaps being able to pay Pirates to harass another race.

Some sort of Logistics would be very good also, so that your ships ranges are limit when they are not part of a fleet, this would also lessen the demand of your PC, as I like many people have noticed how the AI rarely attacks with fleets, it sends ships of individually which makes a lot more calculations and later in the game can really slow it down, if they had to create fleets and battlegroups it would ease the burdens, Im running a 2.6ghz with 1gig of ram and i get slowed down, so i can only imagine what happens to people with less.

and Finally add some sub plots which add a bit of twist to the game, Example: "The Galaxy is being invaded by a very powerful new race bent on exterminating the entire galaxy, we must work closely with our neighbours to ensure our survival" it would make the game a lot more interresting to have such subplots within the game.
Reply #21 Top
Someone's aleady said this but I'll repeat it. Low PQ planets should be useful, like Avignon VI is a PQ 2 planet, but it's rich in titanium, platinum, gold, silver, and niobium, which could severly increase our starships.
Reply #22 Top
One thing that was suggested for the Xpack:

New Galactic Resource: Life force. Improves your diplomatic ability.
End of quote


I feel this one stinks. Diplomacy as it is is over powered. If you could mine your diplomacy ability up, it would be impossible for the ai to follow. On the other hand, start game might be harder if the ai picked 2 of these. It will only make starbases more powerful for the player. Diplo is the player's strength already. There will always be 2 or 3 ai's who do'nt have as many of these resources as the player, and then the player will look for those that have, get an AMM there or buy it.
Reply #23 Top
I know I've mentioned this before; but EM pulse weapons that disable rather than destroy ships or starbases or planetary defenses would be great!
Also, I'd love to see some way of boarding and seizing ships or raiding freighters rather than destroying them.
Kallisti!
Reply #24 Top
My suggestions, kind of coming from MOO2:
1) Editable Ships: i loved that feature to construct your own ships. Research weapons, research hulls, and combine them as desired.
2) Ship-Takeover: take an armored transport, and try to capture the enemy ship. Would be nice if this ship couldn't be tracked to you, for aforementioned covert ops.