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.
*** ...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.
That would require editing a file using notepad or similar ...
which I don't feel confident about to do since using the ToA editor to put in a "Neutrality Weapon Training" caused the game to "crash" (ie, not start up/load).
Yep, but there are plenty of tricky parts when any of these edited files are being used from MOD folders... basicly, compatible changes still remain a two_edge_sword and thorough knowledge of coding features is necessary.
Typos would sometime cause a crash, wrong data and values might even screw the entire 'mod structure'.
In fact, it took me (and a lot of other modders too, btw) quite awhile to simply figure out what can or cannot be altered (added also) in MANY, many files.
hello forum, i am new and just want thanks for making an amazing game
sorry if this post is in the wrong place
this may have been mentioned before but could we have..
planet blue prints, so when i get a new planet i just click on a previous layout (minimize clicking)
quick start senario for tactical games (i love war and would like not spend hours making a fleet)
a non-viewable super fast end of turn (i hate having lots of ships take hours to move at the end of the turn)
can ships please start attacking planets? (i have doom ray but can't shoot the surface of the planet)
ship superhighways (i want to click and drag out a rectangle that makes all ships travel south if they stop or are produced in the rectragle - way less clicking than current way point system)
I have played the last game looking for game's bugs and problems and writing them down. Here's what I found:1.Bugs:-End turn button dissapears -Going through asteroids set the speed to 1 for one turn -Messages "Our civilization has start researching..." and the name doesn't appears-When decomission a fleet, the message says that only the price for one ship it will be received (but correctly you receive for the entire fleet)-Randomly crashes to desktop when you acces the Spy button at someone else's planet-Alt+Tab works only sometimes (Oh,my God!)2.Interface problems:-Lack of Hot keys-Popping of Quarterley report/Tehnology screen/Home planet screen at start-Too many messages with asteroid fields who change his owner (should be an option at Interface)-Civilization manager does't start with the Colonies screen-The Attack/Defense numbers greater than 999 for ships doesn't display (only when hovering the mouse cursor),also for some Mini-map names-At Ship design screen,sometimes the added component/ship appears black, but regain the colour at the next added part-When saving a new ship name, you can't cancel the "New Design" directly with Backspace (The same problem at the Save game menu)-Upon reloading, the little squares from the bottom-right corner dissapear-The * sign,indicating an unique tech, after is bought, doesn't appears anymore in the Diplomacy screen-The word "votes" from the United Planets doesn't appears all if the number of votes is greater than 999999 (quite frequentely)-The Consulate building can't be build upon it directely-GNN News doesn't support mouse scroll-Fleet Manager doesn't show auto-pilot lines for fleets-When a selected ship from the SM is launched, it moves to the bottom of the entire list ,along with its selection (Aaargh!)-The Menu button on top of the screen/Mini-map legend/Ships and planets manager stops the edge-moving of the map with the cursor3.AI problems: -Lack of protection for Transports (the biggest overall problem IMO)-It doesn't make in Galactic Achievements/Trade Goods a priority-Doesn't demand for techs, -A Peace Treaty is too hard to make (even if the computer has 1 planet left)-It doesn't build enough Orbital fleet managers to stop the Blitzkrieg tactic4.General problems:-You must sell one tech at the time or you'll get less money,you must buy more techs at the time to get a better deal-You can't build over Economic/Politic Capital and Manufacturing Centers-The message "Greetings.I want you to inform that we start researching..." is received even if you're at war with respective civilization-The demanded money isn't a percent from the treasury, which is much larger later in the game5.Improvements:-You can't group more fleets one the same spot to give them the same destination-Another interface for the Ctrl+S (quick save) i.e. one with the main galaxy map-Tech screen is too cubersome to navigate-Espionage missionsMaybe we will enjoy a good squash sometime in the future.
An interface improvement that just occurred to me - I'm not sure what to call it this instant, so I'm going to use the term 'part template' - a series of jewelry that are set together in te same fashion as a template for a ship, where the system loads them all as a unit and allows you to hook them onto the main craft as a unit.
This would be great when trying to maintain a specific 'style' for ship designs - an upgraded version of the favorites menu in TA.
Just a thought - that may be more for GC III than for TA 2.0 - {G}
Nice idea, although I agree it might be more a GC3 hope than a 2.0 one. I'd spend a lot more time with the ship designer if I could do something like this.
1. Fix the EspionageThe Espionage cost is based on how many spies you ever had, I would more like it was based on number of spies you currently have.There is also no way (more or less) to spy on your allies without harming them.2. When you destroy a colony you destory the planet.How come when you destroy one of your colony the whole planet become uninhabitable? Let's say the humans nuke their colonies, shouldn't the planet become a radioactive one instead? I think it makes far more sense. Now there could be a option to actually destroy the planet altogether, like when you currently destroy a colony, but it should make sense and perhaps require some special tech. Otherwise I like the idea of turning a planet into a nuclear wasteland (or the other options like toxic world, barren world e.t.c.). 3. The option to choose how many habitable planets there should be in the game AND less habitable planets (Barren world, toxic world, nuclear wasteland e.t.c.)I usually play with 'Rare' number of habitable planets because I think it makes more sense, in my view habitable planets should be extremely rare, however, I would like that there are several less habitable worlds (toxic, barren, nuclear) in the game. I can't choose this because they are linked to the 'Planets' slider, if I choose 'Rare' on it, the less habitable planets become also rare. I want two different sliders or something else so they aren't linked.4. You shouldn't be able to invade planets that have for example toxic atmosphere if you don't have the proper tech. Period.I know that production is 0 % on those world but you shouldn't even be allowed to live there if you don't have the required tech. You can't normally take them so how come that you can take them by invading them? It doesn't make sense.5. The tiles on a planet show wrong information.Not really a game breaking issue, far from it, but why is that when I click on a CLEARLY desert tile it says Ocean... and views a nice picture of a ocean... Either fix this or remove it altogether because what is the reason for a function that is showing wrong information?This is my list of "must fix", however number 5 is clearly not the priority, still, it is annoying and been in the game for too long.
WAI, Not a bug.
About three weeks ago, Carielf mentioned to me that CodeCritter (went on vacation since) had found that 'bad loop of resilient descriptions for tile names & queries' and probably has a solution, by now or back then.
No formal confirmation yet as it being implemented in v2, though.
We have been expecting a new 'journal' thread expanding on the current progress made, this monday or somethin' as boogiebac wrote elsewhere.
I'm glad that Stardock reads this thread, there are some interesting ideas for the next patches although some people get carried away and posted stuff for Galactic Civilization 3.
Anwyay, setting the speed to 1 in asteroids is terribly annoying.
Just think of it as "galactic terrain," like mountain tiles on a Civlization I map. With asteroid fields working like this, you sometimes have a problem or an advantage when you're trying to take or defend a world.
But they can still be annoying when autopilot gets confused or you fingercheck a ship or fleet into one of them.
I would prefer an Espionage system like in Imperium Galactica 2, with paid missions like:-Counter enemy espionage-Sabotage ship (the most used by me)-Sabotage building-Gather intelligence-Assassinate leader-Incite rebellion on enemy planet-Steal technology,etcEvery mission has a chance of success depending of various factors.Hard to belive that such major change can be implemented in a patch, but who knows?
Improved AI for scout ships, exploration, miners, etc.
protection treaties
From time to time I get good ships. And from time to time it is good to give good ships to AI to mess up with some other AIs you don't like but you are afraid of to attack directly.
A second indicator in the diplomacy screen for techs in or out of your own tech tree, so you can tell at a glance if a technology fills a hole in it or not.
A total cost field in the tech tree dialogs indicating how many research points it would take to research the technology, so you can avoid adding up the prerequisite tech costs yourself.
A better ship/starbase screen, similar to the colony manager. Perhaps even with an interface to set waypoints and upgrade ships, since you'd be able to see which were in orbit and which were fleeted along with other things the govenor doesn't distinguish.
Core auto-designs, so that freighters, miners, and constructors get cheaper while scouts, survey ships, colony ships, transports get better with research.
A range/speed setting for the autodesigner. I'm not entirely sure how it'd work, except that it would have to reset or turn off when a new game was started. What I am sure of is that the combination of random maps and auto-designs could work better. Most of mine are near useless, unable to reach even the closest civs without starbase suppport.
Haven't read the prvious 8 pages thoroughly so these may have been suggested..
Making ctrl+drag functionality to select entire asteroid clusters in order to change assignment as a group.
Putting an Icon for extreme world types beside the planets names in the colonies list.
I would like to see in patch 2.0
The ability to build a shipyard anywhere in space with use of a constructor.
The shipyard by default must build small ships only.
The shipyard must be upgraded using constructors to allow anyone to build bigger ships.
The ship yard must be upgradable to allow faster repair rates to ships (also upgrades to the shipyard must have defences and weapons to allow the shipyard to defend its self).
The shipyard should be allowed asteroids bonus to allow it to increase its shipyard production rate.
For economy buildings a unique building to increase the output like the manufacturing buildings get a bonus from the fusion plants.
Allow starbases to be built around the planets and allow the defence of planets
Allow ships to be added to starbases using logistic points and of the ships to take part in base defence.
The spy system needs a good improvement.
I personally liked the spy system galciv2 and would like to see some elements like just spending money to get some general intelligence and would like to have such a system in place to be able to spend money on limited defence to stop spies from spying on me as well as get some level of intelligence on other races.
I would like the system spend money on limited intelligence of other races and spy defences to be integrated with spies to do more advance stuff like kill of enemy spies or my spies be given orders like steal a spaceship or technology, Destroy a building or starbases, help cause a planet to revolt or with enough spies influence a government to ally with me or go to war with me, use spies to reach the highest level of intelligence of other races (used in conjunction with spending just money on general intelligence on other races).
I also forgot to add that for starbases I would like to see have some choice in the design of the base and how it looks (some extra base designs rather then just the generic ones).
Right now I just want to see a beta patch of what they have done so far.
Please fix the String Not Found error.
thanks
I'd really like a starbase revamp to go along with the espionage one. Not just constructor management, but the whole shebang. It'd be especially nice if it were viable to concentrate on starbases instead of ship research. Going on the assumption that a starbase ought to be roughly equal to a fleet I'd go with something like the following.
First revamp the starbase fortification technologies to offer unique modules: increased repair speed, first strike capabilities, a "last stand" functionality that ends a battle at X hps rather than having the base destroyed that turn, a docking bay that spawns a number of ships based on your logistics value which engage attacking fleets, etc.
Then, add stationary versions to end weapon and defense technologies which require an appropriate level of Battle Stations. For example, the final plasma weapon might yield a Plasma Cannon Array which requires Battle Stations II and increases starbase beam damage. That way researching starbase fortifications allows you to mount much larger armaments and defenses on your bases, while confining you to areas you have expertise in.
Next, add a hard cap on starbases based on logistics; possibly modified by map size and resource settings. At the very least make the penalty for exceeding a given number severe, rather than a couple hundred credits.
Finally, reconsider mobility now that Terror Stars have been added. Prevent any starbase from joining fleets but allow each type of engine to provide a new module increasing Terror Star speed. For all bases allow a three step process where they secure, displace, and redeploy in variable time based on the number of modules installed. For example, a well defended influence base with thirty modules may take fifteen turns to prepare to move, travel at 3 parsecs/week to a new location, then spend thirty turns redeploying after which it would begin projecting influence again.
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