Title says it all.
i would like to see 2 things
1) new/different bonus tiles. Lose the food tiles, gain better ones, like infulence 300%, or an economy boost one.
2) more options in the race setup screen, such as new race ablities, like logistics, minitureisation (bad spelling) and boosts for each type of weapon, like mass drivers, 1 point for 15% boost. Also to be able to set strong and weak points, like the pre-set races. I would also like the option to customise your home planet a bit. maybe add a few points, and let people put bonus tiles of their choice on the planet (if you live on a planet for 10,000 years, and had a precurser liberaty on it, you would know about it, and be able to use it a long time ago) as well as pay for extra pop and economy from the start.
I know what I would LOVE to see in the game, and it wouldn't require a lot of coding either.
* Better distinction between planetary and civilisation bonus.
I'm probably just stupid, but sometimes I can't figure out if a wonder helps my entire civ, or just that planet.
Definetly. Planetary Influence/Loyalty is defined by "PrestigeBonus" and "ResistanceBonus" tags respectively in the XML files. Why not use those names? And Approval is already used in many places in the game as being Planetary Morale. Economy/Economics are at least different, but they can be easily mistaken for the other at first glance... I know I made the mistake of thinking the Mind Control Center only affected Planetary Economy and built it on my super-high class Economy planet. Not sure what do about the other few abilities that have planetary/galactic buildings that affect them, though...
But enough about that. Here's my short list of things I'd like to see in 2.0:
1. A little green "Earth-like" icon for the planets that are Habitable by All. I've been requesting this ever since DA's Beta though... so who knows.
2. More Invasion videos. I'm suprised there's still only the few that were in the beta, honestly.
3. A Checkbox in the Upgrade for "Upgrade as many of this class of ships as you can afford" option. I hate having to upgrade ships one by one late game, and I feel like I'm wasting economic potential if I let my treasury float above 10k bc, let alone 20k bc. A "upgrade all ships of this class in this fleet" option as suggested earlier could work for me too.
4. Move all those various pop-up windows (Survey Findings, Asteroid Field warnings, "Pay-off for peace") to the GCN. Less clicking is good!
5. Constructor management tools would be a definate plus for me.
6. The AI needs to take better advantage of the new ship modules in its designs. Of course, any AI enhancements to ship design (and other things!) are very much welcomed. I typically restrict myself to only using the AI-designed combat ships just to put me and the AI on a more even level
7. I'd really like to see the Orbital Defense Manager and its big brother dropped and just have all planets defended as though they had the Orbital Defense Manager. Of course, I have a (not fool-proof) work-around method for modding this in, if need be (Planet Quality Change is such a modder friendly ability...).
8. Speaking of Planet Quality Change... I kinda wish that when buildings with the ability are Upgraded/Destroyed that they would remove the extra tile(s). Would make the ability more useful for creating faux-galactic bonuses. Of course, you can get around this by just making the buildings not upgrade to each other... but that just feels clunky.
Oh... and one more for good measure:
9. Lessen the effect each, individual point of War Profiteering has. Something to the extent of 1/5th or even less as much as it currently does, but raise the current techs/improvements that grant War Profiteering to the equivelent new score.
So (using the 1/5th number), the Mercenary Academy would give +10% War Profiteering instead of 2% it currently does, but would bring in the same level of cash that 2% of War Profiteering currently does. The Drath's tech would seem a lot more impressive at first glance when it says +50% War Profiteering instead of +10%, no? Even if it is the same thing. Mostly an asthetic thing, but I imagine modders migth be able to find a use for small amounts of War Profiteering.
I solved that issue simply by editing the screens.str file and putting it along with the new 'descriptive lines' in the wanted mod folder.
***
[Ability0] Economics Skill:[Ability1] Weapons Skill:[Ability2] Defense Skill:[Ability3] Speed Skill:[Ability4] Morale Skill:[Ability5] Pop. Growth Skill:[Ability6] Social Prod Skill:[Ability7] Military Prod Skill:[Ability8] Research Skill:[Ability9] Influence Skill:[Ability10] Trade Skill:[Ability11] Diplomacy Skill:[Ability12] Hit Points Skill:[Ability13] Repair Skill:[Ability14] Sensor Increase:[Ability15] Espionage Skill:[Ability16] Soldiering Skill:[Ability17] Interest Rates Skill:[Ability18] Planet Quality Skill:[Ability19] Trade Routes Value:[Ability20] Crime --:[Ability21] Cabinet --:[Ability22] Range Value:[Ability23] Luck Skill:[Ability24] Courage Skill:[Ability25] Creativity Skill:[Ability26] Government --:[Ability27] Loyalty Skill:[Ability28] Logistics Points:[Ability29] Miniaturization Skill:[Ability30] Home Planet Quality Skill:[Ability31] Colonize Heavy Gravity Worlds[Ability32] Colonize Aquatic Worlds[Ability33] Colonize Toxic Worlds[Ability34] Colonize Barren Worlds[Ability35] Colonize Radioactive Worlds
...as a result, any 'real' bonuses given by buildings remain with the 'bonus' tags and empire-wide values get to have 'Skill' as a trailer instead.
Someone mentioned putting in an offset slider for ship building earlier, which has given me a thought: make sliders that can adjust where a piece attaches to a hardpoint. If you notice, several pieces and even the hulls themselves don't always have the hardpoints in the exact same spot of both sides, and so buidling perfectly symmetrical ships is often difficult. Another reason is that several pieces, such as the double-tentacle thing, have a slightly offset hardpoint that ends up making mirrored pieces sit at differents heights relative to each other, even when attached to symmertrical hard points. I currently get around this by using a short antenna to shift the hardpoints silghtly, but it annoying to have to do all of that just because the piece you're using isn't quite right.
If not outright impossible in a number of specific models. I even figured these 'flaws' would some day be fixed by SD - but i guess, it involves too much work.
I soon found out that using freely rotating parts to design most of my 'moddable' ships was a solution which i had to use rather than relying on an easier method with a 5% gap altogether for anything; i simply do not get why the elements *to be attached* do not have at least one clear hard-point reference to detect or move around towards the intended connection "area".
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