I got a good game of GalCiv II v2.0 in over the weekend. Here are 10 things the game still needs.
So there will be another beta soon...
When going [prev][next] in the colony screen, it should take the order from the F6-[colony] tab sort order.
Right now it's seems to be in order of colonization date, arguably the *least* useful non-random order, and the only one *not* accessible from the colony tab where it might actually *be* a useful order to look at stuff in - {G}.
Jonnan
Outch, nope. Although i've already thrown in a couple of warnings about this tricky bad file (and some others!)... the 1.99rc STILL copied over with the faulty gimmick again (with the usual auto-verification of MY own modifications to default folders & their *right* or *wanted there for good reasons* content).
arrrrggghhh...
In my opinion, if the tourism value is going to be increased then the frequency of the tourism x5 or tourism x10 events need to be lessened or those events toned down (x2 or x3) or eliminated. As it is, these events result in enormous increases in income that pretty much end (in my experience anyway) any economic scarcity for the rest of the game. To some that might be a good thing (I don't mind it as it is now) but to me those events coupled with an increase in the base rate would just be too much and would remove economic challenge from the game.
As long as they don't go overboard as far as it went in Beta2 of TA, things should be ok. That as just too much damn money from tourism lol.
On oldie but a goodie! Pretty please with sugar on top?
11. Widescreen loading screen!
Go on, you know you want to!!
I'll buy you all a !
I'd still love to see a proper ship build queue...
I just want to be able to shut off the mining popups like I can with all the other ones. I don't care what group of space miners is leaning towards who.
About the only thing I think Galciv2 is missing outright right now is a means to spend influence points to call early sessions of the United Planets to attempt to enact laws. It could be things like trade sanctions against one civ, or to grant extra trade routes.
It would need to cost a large amount of points just to points to call an early session, and getting the laws past would probably need some sort of auction mechanism. It would add a new dimension to the game and make trading influence points actually useful in a practical sense.
Of course, such a thing would probably be way beyond the scope of a simple patch update.
END COMMUNICATION
1 - One thing that annoys me are rally points. I use them all the time, but ithink there should be some extra functions to them. For example, mid game, when i start using rally points: i order all ships from a kind (say, heavy fighters) to move to a rally point. That will send to the rally point both already built ships AND set planets building that ship to send them to the rally point; sometimes i want to rally the ships i already have, sometimes i just want to set planets to a rallypoint without changing the already built ships destination, but i cant do one, i have to do both at the same time. This happens at least one per game, and always makes me think "man, they should fix this".
2 - planetary governors
I LOVE this fuction. LOVE it. Theres just one problem. Why can you move improvements up and down in the governors quere build list if they wont obey it? I mean, i set a governor to build 2 factories, 1 farm, 1 happines building, and many markets, and when i colonize a planet and pick that governor, he queues 1 happines, 1 farm, and then mixes 1 1 market 1 factory 1 market 1 factory etc... The governor picks his own priority order, and factories, who are supposed to speed the development, are ALWAYS on the end. ALWAYS.
3 - more on governors
after you set your planetary governor to build things in a certain order, as soon as you leave the planetary governor editing screen, he will reajust the improvements on his list in alphabetical orderor sometihng like that (bu he wont obey that order too).
4 - even more on governors
The "CLEAR" button is WAY too close to the "DONE "button. I've erased my building lists SO MANY TIMES ALREADY!!! Please, move that button away from the corner.
5 - I would like to see more info on the tactical zoom level. Sometimes its hard to see which planets belongs to who, or what kind of a ship youre facing (transports or military), so i zoom a little out 'till i get to the tactical zoom level. But once i zoom out to that, i rarely come back to the non-tactical view level. The game is pretty, planets are nice looking, ships are cool, but the tactical zoom level is so much more comfortable to play with. Except that it contais a lot less informations. What i would REALLY like to see in the tactical view is planet names (without having to hover my mouse on them) and turns-to-destination under my ships (so i dont have to zoom in to see how long until they reach their destination).
6 - Sometimes i send a colony ship to a distant planet, and forget about it. Suddenly, while im playing, after clicking new turn, a new planet opens up, and i have to set a governor to it, except i have no idea where that planet is located. Give us an option to move the game screen to that planet before opening up the planet surface screen. This would REALLY help me since i most play gigantic maps.
7 - Even better, (oh boy i would love this): when you colonize a planet, a pop up box should, pop up, and ask me if i want to pick a governor for that planet (from a drop-down list, without opening the planet screen), or if i want to edit that planet personally. Or at least make it possible to pick a governor from the planet main screen, without having to go to the "Details" page for each and every one of my 300 planets
8 - LEASES. Ridicullous. "Do you want to pay 3000 bc, or do you want to pay 500bc + 100bc for 400 turns?" Reduce a little the cost of altermative leases options, or i wont even use anything other than "Terran Manufacturysomething"
9 - Make some way for us to manually heal a starbase. Maybe burn a constructor to heal ('rebuild') it, or money, i dunno...
10 - Make wormholes permanent, and not 1-time-use! That would be AWESOME!
I think thats what i want for now... Ill put something else later.
I fully support n° 10 Make wormholes permanent, and not 1-time-use! That would be AWESOME!
It would be even better if also freighters could use them and have them reported on the minimap as I travel them.
I know what I want added for rally points!
I want a planet (Even one you don't own) and a starbase to have a toggle accessible from the main map screen that adds and deletes a Rally Point of the same name at it's location.
Not Always on - I asked for that before, but I was wrong, always on would clutter your rally point Gui, but a click box that just toggles a rally point on there when needed that then shows up in the Rally Point governors just like any other.
Upgrading a starbase, toggle on the rally point, redirect your constructors. Done - toggle it off and redirect the contructors elsewhere. Colonizing a planet - toggle it's rally point on, tell the planet building the colony vessel to direct it's output there, and let it go.
I've been doing this with Rally points manually anyway, but you have to set them up manually, and it's a bit of a pain, but I honestly think this ought to be an easy improvement to add?
When will this new beta version be available ?
This is doable now, at least in TA. Possibly later versions of DA as well, it's been a while. Run a constructor into the base, and one of the options you get is Starbase Repair Module. Heals 20 hp, IIRC.
Note that it is currently bugged (still running latest non-beta TA patch, maybe they fixed this?) You need at least one actual module available to add to use the repair module, otherwise you get the "no modules available" message. Even if I fortify the base all the way, I leave the sensor modules off to allow this - I have Eyes, what else do I need?
As long as you have the reuqired tech. I don't know all the trees, but I think it is basically Advanced Hulls (medium ships).
I haven't tried to use Repair Kits yet, so I can't say anything about the bug WIlly described. But, I can report that I've seen some odd moments where a Repair Kit was on the list of options for an incoming constructor although the starbase had never taken damage.
Popup messages for culture flipping. Rather than showing all those individual messages that need to be clicked through, just summarise the losses and gains in the turn summary. An option checkbox for this at least.
Just a thought here, but also perhaps the mining outposts might be operated by (a subsidiary of) the manufacturers that you can lease from. Accordingly, one advantage of leasing might be that outposts controlled by the leasing firm you do most business with should be more resistant to culture, because they like your money.
Something else I just thought of -- don't let popups boot me out of whatever screen I'm in. I'm going through the list of build events and suddenly a culture flip popup takes me to a different planet. Then before I can get build orders or the governor sorted out for that planet another flip takes me to another planet. So now I don't know what the hell's going on and I've got planets going to waste producing nothing.
When I have to keep a notepad by my desk and write down the name of every flipped planet (and every planet I'm looking at when I get a flip notice) so I can find them again after the popups are done ruining my shit, there's something seriously wrong with the UI.
It would be a good idea if the colony manager highlighted (or even, had a sort for) recently-converted colonies.
Here's an idea -- make the GNN window tabbed. One tab for ship builds, one for improvements, one for diplomatic stuff, etc. Have everything presented in an organized manner, and all at once so there are no out of sequence popups jerking the game's focus all over the map.
any chance the editors will get some attention? i haven't used them all thoroughly, but the map editor does have a bug that causes custom maps to crash the game; i think it's something related to asteroids, because custom maps don't crash if i don't use asteroids.
Here's something else that may need correcting. The current background music can get nippy sometimes after it's repeated so many times, so I like to hit Ctrl-M a couple of times to stop and then restart the background music, and usually I get a different track. However, the keyboard shortcut doesn't seem to reliably work with the new beta, and when it does (or when I go into the audio options to toggle the background music off then back on) I get the same track again.
one feature i'd like to see implemented which was scrapped from DL in the beginning is starbase docking! what's the point in having starbases if your ships can't dock for repairs or anything like that?! Crime is another thing that should have been implemented, but as of yet has not been.
-Dave
Currently, the approval rating for colonies takes negative modifiers depending on how high your taxes are, or how overcrowded it is. I think that these modifiers could be reduced a bit if there were a third negative modifier that depends on how overtaxed AND overcrowded the colonists feel - that is to say, if they feel very strongly about both issues they generate a seperate point of disapproval.
I'd like Influence trading to get the same treatment as money trading -- when you select it, it should automatically go to the highest value that still results in a green trade (If it doesn't go to maximum anyway, that is).Edit: I'd also like the ability to include all of the Major Races (And my own Custom, of course) in a single game. Edit 2: Also, automatic removal of ships that I delete from the Ship List would be great, too. As it stands at the moment, the list needs to be closed and then reopened in order for the deleted ships to vanish from it.
I still really want to ask for a "more stars in the large galaxies" option, with a popup stating it's unsupported and may asplode your internets.
WE REQUIRE ADDITIONAL VESPINE GAS.
There are many great features available to you once you register, including:
Sign in or Create Account