wuphonsreach

wuphonsreach

Joined Member # 5663893
1 Posts 50 Replies 1,584 Reputation

The big problems with starbases are: - Spammy, because you can place them so close together (maybe they need to have larger exclusion areas) - "Request Constructor" button is a poor mechanic - The player gets constantly pestered to "Upgrade Starbase" - "Core" constructor designs are over-priced, with extraneous features They are probably the most hated part of GC3 for me, but a few relatively simple fixes would make them much better:

28 Replies 149,560 Views

[quote who="Publius of NV" reply="15" id="3602317"] Not as easy to use as what you're trying, but bring up the planet map, click on Govern Colony in the lower left, and there's a Rename Colony button there. [/quote] Yep, that's the spot - and I gather it works for other things too like starbases. I had to dig back through the forum archives to find a clue that the rename function is only available on the main (map) view and that you click on the information

18 Replies 70,051 Views

[quote who="Rhonin_the_wizard" reply="9" id="3602251"] With the exception of stars, and maybe shipyards never felt the need to change their name, everything else you listed can be renamed. [/quote] I've had no luck trying to rename things in 1.41. Clicking on the name field at the top of a Colony Management or Starbase Management screen does nothing. Nor does ctrl-click, alt-click or right-click.

18 Replies 70,051 Views

[quote who="Rhonin_the_wizard" reply="4" id="3602248"] Quoting wuphonsreach, reply 3 #1) We need the ability to rename things, especially Planets and Starbases You can. I've done it multiple times. The only thing you can't rename are stars. [/quote] Hmmm, I

9 Replies 50,037 Views

#1) There needs to be a button and a hot-key to reset the zoom / angle back to the start. Right now, if you spin the starter "cube", it's impossible to know which way is "forward" unless you are a wizard at remembering which axis is which for the offset tool. #2) There should always be a 3-arrow axis-indicator in the corner of the 3D view. #3) Overall dimensions of the vessel should be indicated at all times. Did I just build a 10m vessel? Or is it 100m? Or 100

0 Replies 3,533 Views

I'd definitely like to see more LOS issues with nebula, especially if it results in a blind-spot. They might need to make some of the nebula patches bigger and with larger impacts to transit times. Maybe nebula should have varying densities per cell. For the black-holes, I'd like to see the "slow ships" effect added. So you'd have the central core of "no-pass" hexes, then a ring of -80%, then a ring of -60%, etc. Some of the bigger black-holes might

4 Replies 7,539 Views

I envision a two-pronged approach: #1) Give starbases a build-queue - that way, when you place the starbase, you can say that you want these 5 modules built, even if you don't have the constructors on-hand yet. Less tedium, because you can make more decisions at the start, just like colonies. Get rid of the "request constructor" button. #2) Constructor ships should have an automation option (just like "Explore" and "Survey"), so when you pop one

24 Replies 92,445 Views

That's one of my pain points as well. There is no good way to filter the main map, or get a list of "these are the planets that you know about, but are not yet colonized". So instead, I have to zoom out on the map and get eye strain from trying to find the white circle within circle that doesn't have a dot at the top and which doesn't look like a white dwarf star. We either need a list - or better, the ability to filter the main map to show/hide

7 Replies 44,566 Views

We do still need the ability to rename things in-game, while in the middle of our play. Specifically, the ability to rename: Star names Colony names Shipyards Starbases Ships Fleets Most important of those, however, is Colony names and Starbases - as we tend to have dozens of them. And not just renaming them at creation, but whenever we want to rename them.

18 Replies 70,051 Views

Yeah, there are a few pieces of long-hanging quality-of-life fruit that could be reaped by Stardock without (hopefully) too much time: #1) We need the ability to rename things, especially Planets and Starbases In Civ4, one of the ways I would keep track of what cities needed was by tacking on (X) to the front. Where X might be "E" for economy, "P" for production, "R" for research or some other thing. That means I have to have the ability to rename th

9 Replies 50,037 Views

I think carriers should be kitted out with N fighters, and enough parts on-hand to replace them once. With the only way to resupply would either be a re-supply fleet or returning to a friendly planet with facilities. But then I think supply-lines are a key concept as it gives you and the enemy the ability to cut off the tail and then roll up the head of any assault element.

21 Replies 115,485 Views

1. I also prefer multiple diplomacy methods - from declare war, to threaten, to bribe, to demand, to gifts. Civ4 pretty much had it right. 2. In Civ4, my average game (marathon mode) lasted for about 2000 turns, give or take a few hundred. I find that games > 3000 turns just seem to be too long, while < 1500 seems to be too rushed. I like to get involved in a game over a period of weeks, learning the lay of the land, seeing who is on the map, and

158 Replies 714,053 Views

I have yet to find the screen which can show me what uninhabited, but capable of being colonized, planets are within range. Instead, I'm left with searching the map for white circles. Colonies list on the main screen needs a search box, so I can type in "Clara" and see all colonies with that in the name. Ship list on the right-side of main screen needs a search box, so I can type in "Seed" to find where I hid that colony ship. We need filters on

7 Replies 44,267 Views

My suggestion to StarDock is that star names get assigned to categories. Create a sub-folder under data/English/Text called StarNames and any XML files inside there can be used for star names. Founder names could be in one XML file, old GC2 star names in a second XML file. Then you can easily create an options screen to turn on/off individual XML files. This would also provide a place for modders to create StarName XML files that players could easily add to their gam

50 Replies 323,065 Views

I like that starbases have to specialize (mining / culture / economic / military). What I don't like is that when the constructor arrives, I have to go answer a question that I could have answered 10 turns ago when I requested the constructor. The fact that I can request a constructor, however, is a huge improvement over GC2. From the construction side, starbases really need a "build queue" and "build time" to be implemented. Instead of having constructors arrive

54 Replies 227,661 Views

Yes, bug report filed - it's not actually hung, it just takes 5+ minutes to get past the "Wait" state. So I can continue that game this weekend.

35 Replies 121,865 Views

I play on Gigantic maps as well, I still believe that it would be better for game balance if diminishing returns came into play. I don't think sensor ranges need to be scaled based on map sizes either, because ship speeds are also not scaled based on map sizes. Those two features (what can I see and how fast can I get there) go hand-in-hand. Example of diminishing returns assuming a 1/4 (or 25%) penalty multiplier for additional modules. 1st sensor gives +10.0

30 Replies 131,589 Views

[quote who="node10" reply="6" id="3558445"] I think part of the huge ship upgrade cost comes from being able to upgrade a ship almost anywhere. Personally, I'd have preferred refits only taking place at planets/shipyards/starbases and at a greatly reduced cost. [/quote] That would be my preference as well. I've never liked that if you pay X you magically get an upgraded ship anywhere within your civ's borders. Ship upgrades should never happen f

59 Replies 264,370 Views

AFAIK for #4 and #5 - no and no - trade is defined as inter-civ not intra-civ - pirates can destroy your freighter en route and enemies can attack the freighter to destroy it The reason for #7 is probably because they want to avoid the exploit / bug where a ship enters the dry dock and the game crashes because you don't actually have the strategic resource to build it. The whole strategic resource system is new (I think) in GC3, so there are some rough edges. For the m

18 Replies 21,235 Views