This is a great game team SD great job!
here's a list of some positive and negatives I've encountered.
1. When the spacebar is pressed during "colonize planet" there is no name for the planet.
2. Akari Malaras animation needs work on all screens she is in. She blinks choppy, and her movements are slightly as well.
3. Why can't I modd the game? All I see is a steam game folder, and no SD folder.
4.both space dust and nebula hinder movement. They should be more distinct with there identities, only one should lower movement and I think my sensors can see thought dust.
5.ideological events slightly favor evil, but its way better than galciv2. But I still found myself picking malevolent because I'm always at war.
6.moving the mouse to the edge of the screen used to move the camera. You guys will likely add it eventually, but it's annoying.
7. I found little contrast between useable and non-useable tiles. It was hard to see where tiles were. Maybe if they had a bigger green border or were filled completely.
8. Immediately I needed a way to see relevant planet data without turning my neck to the corner. I miss the easy to see population and production stats galciv2 had that I used every time I checked a planet.
9. The text for "Available Projects" is to small. And there's no way to filter out old improvements.
10. Launching a ship does not keep it selected. Or give a launch direction.
11. There was a time when in the Govern screen displayed
20%economy 40% production and 21% research.
12. Life support and things like miniaturization seem like engineering things. And improvements should be civil.
13. Once the turn button has been pressed it says"wait" not please wait or AI moving or turn. I think that can be better.
14. You guys are on the right track with the research trees. There is good color contrast and robust game bonuses that add alot of personalization and strategy.
15 there is alot of space In the colony screen stuff it with stuff and keep the text big enough to see.
16. Stars look like marbles. I like the cores and gas around it. But they need to be brighter and bigger.
DARCA
more stuff.
1. I think the visibility needs to be rounded, like in galciv2. The hexs are to square. It would look better if it was rounded like before.
2. When I launched a colony ship from iridia the planet list displayed 0 population and is stuck there. But everything else still displayed the correct amount.
3. The background nebula needs to do something. I think it would look nice if there wasn't any gray fog at the end of the maps. Instead, were the hexs end, blend the background into the map so it looks like the stars never end.
4. When I reload a game the stars that I discovered are all gray. The planets, asteroids and clouds are visible, but the stars are like I never discovered them.
5. A food distribution center disappeared when I placed it on a population bonus tile. (+2 actually) it still built, but it visibility disappeared.
6. I think my planets keep growing regardless of food. I have two world that have 8mt of food, and the populations are 10 b and 8.80.
7. When rush buying, if you cancel and then select the improvement/ship again, you lose your money and have to fully build the improvement/ship.
I hope this helps.
DARCA.
I found out the problem with number two.
my research is being displayed as my population. I tested it by moving the spending and the population moved with the research. All planets are like this.
also the economic values don't match up from when you put your mouse over a planet, click on it and the info shows up at the bottom, or in the planet list. Maintenance is not factored in on the display at the bottom. (I don't know what you call that screen, it is in the bottom left and shows the planet.)
Has anyone else used the PI exploit? Research planetary invasion, buy a few and kill everyone in 25 turns or less. If you find a ship victory is assured because ships don't guard all the planets. PI needs to have at least one tech in front of it, maybe a bonus to soldiering. ( I beat ParagonRenagade in less than 20 turn )
Laugh it up.
Seriously though, it took me completely by surprise; planetary invasion should be harder to unlock, like it was in GCII.
Not necessarily harder to unlock, but the invasion mechanics need to be put in place. My 2.5billion people should not be taking out 11 billion people
This has more to do with that invasions are not set-up correctly, as of yet.
But with superior technology it's easy to take over a planet even with a 1:5 ratio
1. While zoomed out, rival planets names flash briefly when the AI is managing them.
2. Managing fleets Is a pain in the ass. I can't tell when ships are disbanded or in a fleet.
3. When launching two ships for orbit they form a fleet automatically.
4. The Ai can't move its ship properly. Both Terran and drengin have about 20 constructors, scouts colony ships, and snipers one tile outside their home world. They don't move and they're not a fleet and its getting bigger and bigger. I am about to take drengi with one transport and they still don't move. The rest of their planets are fine.
good fate SD!
1. Forced labor camp is missing its icon in the project screen.
2. I don't think the four colony projects deserve their own category, they don't do enough.
3. Pressing buttons to select ideology perks don't work if you select a different one.
4. I don't know how or what weapon specialization techs work. But I was hoping in the future that they world unlock different weapon types and weapon modules. I don't know if the range bonuses stack or not. (I could be ignorant here, just wondering since more weapons and custom stuff is more fun. IMHO.)
5. Forced labor camps are over powered. For the early game.
6. Remember to blink while typing.
After a really long wait for a multiplayer game, the other dude dropped out. I was left in the technology screen and bo tech I selected worked. I couldn't leave the screen and ecs didn't work and wouldn't shut down. I eventually shut it down by going to windows tiles google, switch to desktop and then right clicked the program.
I also had a weird CTD when I tried restarting the game. The "stardock entertainment presents" was struck on the screen but the video played, I could hear it. After clicking a bit it showed the opening alpha statement and the it shut down. Odd.
I've also noticed that you can destroy everything on that tile without using any movement points.
Yea forgot that one!
I think this issue with the ai not moving it's fleets is more because the ai has been lobotomized for alpha testing purposes rather the a glitch at least that's how I interpreted it
I have noticed some unbalanced racial traits, that are OP and don't really match the race description.
1. The Iridium have bonuses to their research economy production, and influence. OP. they shouldn't have all those bonuses. they aren't that influential, their new, and have to compete with the Krynn. leave the research ad influence bonuses out to start. They already have enough.
2. The Altarians have a bigger speed bonus than the terrans and they invented hyperdrive and now have DLs tech. its only fits the game lore that terrans be faster. a new leader doesn't make the altarians faster. They also get a influence bonus. The old Altarians were happy influential people. Now their blue, racist, warriors, that have ideologies similar to Nazis. Why would other races think their "influential"? Why do they get the best economy bonus? They never did anything special, in fact they are anti-capitalist, maybe there government is well structured? IDK
3. The Terrans need a economy bonus. Humans are capitalist! In the 23# century who funded the space programs? Who is funding them now? The private sector. We have corporations influencing our government, we are as much if same as the Iridium. We have had three Capitalist races, the korx, the iridium, and the terran,maybe the drath to.
4. I think there should be race traits for weapons, %X to lasers or %X to armor.
5. I don't think the -10% maintenance works for improvements in the tech tree. or at least it doesn't visibly change the values in the improvement descriptions.
I hope this helps you guys. Have a Sovereign day.
I have noticed that improvements say what type they are. like market centers will say "wealth improvement" in their description, so maybe all wealth building could have a category along with other types of buildings. We could organize types of improvement in side the build queue. so if I want a research planet I can choose to see only research buildings.Also maybe have a favorites section for improvments. (a adaption to the governors screen, but more specificish.)
Enjoy the sun light!
More stuff.
1. How is culture calculated? I started on earth with 20 culture. I built a embassy on a prairie land that had a ancient wonder that gave +3 levels to influence. So 20+3+1 from the building+30%=31.2 instead its showing as 25. Did I miss something, do I not understand what levels do?
2. Mars is showing as a class 6 when I colonized it was a class five. The listings for all planets are wrong.
3. Sometimes I can't buy a improvement, it says "cannot rush this item" the next turn its fine though. This only happens when I buy something on another planet.
I think planetary invasion should require some form of logistics, like Carrier tech or whatever name. In galciv2 it was unrealistically hard. I think the price should has been adjusted fine for this current build and map size, but it might make sense for it to require a tech. carrying billions of troops, ammo, armored vehicles and planes, would require alot of space. So maybe a tech moderately priced tech could deal with that and carriers and maybe other things like colony ships. Or even a soldiering bonus since there would be some sort of preparation before invasions. IMO
Thanks for reading, and take some virtual pizza while your here.
I like your observation DARCA!
I also think abilities should be revised.
Some of the question I ask myself:
Will negative abilities exist?
Will all abilities be rated up to +2? or higher?
It would help greatly to properly judge their value.
Mr. Kurt
There are negative abilities in the game code already. I have yet to see them go beyond +2 (20%-25%). Some abilities like sensors only come in positives because players would choose to neglect them for other abilities. Or so I speculate. I also have more stuff I've found!
1. Multiplayer is still unpredictable. While loading and trying to bring up the steam window though shift+tab and clicking on the load screen before it comes up, causes a CTD. Seilore and PR may have more info since I played with them recently.
2. Upon loading a previous multiplayer game the custom government wheel on planets resets.
3. I like think the little arrow buttons that switch between planet in the colony screen, need to be bigger. They should at least be as big as the in game cursor.
3½. The colony improvement box isn't quite even with the improvement. When you look at the last visible improvement, it will be partly out of site. So it needs to be a bit larger to make it all even and look better.
4. I like the way I can see ships up close in the queue and admire there beauty and design. It's also nice they aren't constantly rotating, but it would be nice to have some way to rotate them manually and have a button for constant rotation. The ship are looking good and it hard to believe they will get even better.
5. I don't like wealth bonus tiles spawning next to my colonial capital. I want to put a starport/factories there for the +1 to military but it's there ALOT.
6. I would like to see how much techs actually cost.
7. I like the way you guys made weapons and defense tech categories. If they were one it would be a bit cluttered. This will all likely change when the real tech trees come, but keep the concept if you can.
8. I love the pragmatic ideology. They have bonuses to trade, diplomacy, and research like it should be. It all fits into a certain play style and victory. Research and diplomatic based players. Like me.
9. If there is nothing left to colonize, how can we finish the ideology tree. Can we buy points with influence or even learn stuff from other races.
have fun fixing 1. I know MP is a work in progress right now.
My only UI objections so far:
- Not being able to double-click to remove something from the build queue
- Not being able to decrease the contrast of the galactic background under the map tiles, makes it hard to see things unless you zoom out far enough that everything is just icons.
That reminds me of one more thing.
1. When the build queue is full and I want to move something from the bottom to the middle, it moves the list to the top and that sucks. In galciv2 I thought that the list slowly went up or down so you could place it where you wanted. Having that back would help save time and patience.
Anyone feel like listening to my opinion on ideology trees? Good! (#2 is a bit long, but it's worth it )
1. I think some bonus should still be civ wide, even the beginning levels. I think ideologies are like race trait bonuses, they sum up what people/robots are like and believe. So having something limited to a few planets feels like a missed opportunity to give a better understanding on races and ideology via bonuses.
2. I know they are called ideologies now and good and evil are gone, but something is still missing and I think I know what it is. Benevolence, Pragmatism, and Malevolence aren't just ideologies but the way people are treated.
Take President Roosevelt for example, he served 3 terms and was a "good" President that kept the country running in a time of war and strife. The ideology of America and him was focused on helping and working with his allies to win, not indiscriminately killing to get to the enemy. I think Benevolent AIs should be like that, having allies be as much as a priority as the enemy and liberating planet. Even AIs helping AIs. Some benevolent points should be given if you liberate a planet. So l hope the AI can do this.
Benevolent races can't help but help people and the AI should be badly wanting to help those who have war thrust upon them or are low on money. In return they should request things that will hurt other ideologies.
Malevolent races can't leave people alone. They must serve them, be similar to them, or not be allowed to exist. There AI should do this by causing trouble and going for victories subtly like espionage missions to lower morale while spamming influence starbases and building its fleets to invade, or not at all if the spam is effective and it can get away with it. But allways ready for the most violent path after subtlety.
Pragmatist don't like ideological conflicts because they believe people should not interfere with other peoples governments. If that government hurts them or there allies they won't like it. They also don't like crusaders of "good". There AI should always make diplomacy there primary weapon. Even with imminent invasion, because they might convince the aggressor to stop or pick on someone else.
3. I don't like minors near me. I research planetary invasion when minors are in my space, they take up good planets and they don't contribute to my empire. Having that as a ideology perk doesn't feel like a worthy bonus in my opinion. Maybe if they did something for me like give part of their research or stuff, I would feel different. Maybe.
4. Benevolence should get civ wide morale bonus because there ideology is naturally Joyfully. I thought they deserved a earlier influence bonus too, and a small diplomacy bonus because there honest*. (their politicians lie less. Lol.) Also a population growth bonus would be worth considering.
5. Benevolent 4 #4 is what many players have wanted regardless of ideology and I can't see how being benevolent makes me able to do this and not everyone. Please let #4 be a universal game feature. Please,
6. Outreach and trust should be reversed. There names seems to be better suited for each other.
7. Pragmatic bonuses seem to be quite balanced will be fun. Good job SD!
8. There should be a rush cost reduction for a ideology. One has to be better at prices and fast labor. (cough...drengin.) But IDK who really deserves it.
9. I think good old combat bonuses are missing. How a race thinks impacts the way they plan their fights. Mal's get a bonus to weapons, ben's get defense bonuses. Classic, and it makes a bit of sense. Thanks for already doing prag's SD, keep what they are going to get please.
10. Malevolent 4. #8 will become way OP on medium to large maps. Maybe it should be a bonus while at war since they live basically love it.
11. Benevolent's aren't weak in times of war, they would come closer together and be united. They should also have a morale bonus as I feel this would be a distinctive ideological trait.
12. Greed goes well beyond 5%. Totalitarians take what they need and more. It should be higher. IMO
13. All ideologies deserve a influence bonus. The deep you go into the tree the more you find out about you civ and develope a better understanding of your culture. That goes for everyone, even if your culture isn't as appealing to people.
14. Exploitation 2 shouldn't be random but civ wide. Why would a "Exploitative" race only do five random? It's not that OP if its civ wide and its part of playing the role.
1-14 are IMHO
Have a good weekend SD!
Would not be better if you are able to choose where to land/build you capital? I say this because, well, sometimes I land in a really good tile and wanted to get ride of my capital (and I don't even know if my capital can use some of those bonuses efficiently or at all)
Just fyi I have no idea what you are talking about in most of your ideology post.
1) Pretty sure ideology bonuses are already civ-wide
3)I have no idea what you are talking about in #3, I don't see anything in any ideolgy tree that says anything about minor civs
4)pretty sure they took morale out of GalCiv III
5)What do you mean by "Benevolent 4?"
6)I see "Cultural Outreach" in the benevolence tree, but no "trust" anywhere
9)Here I just disagree. Malevolence has soldiering and planetary defense bonuses, but I don't see any reason why the effectiveness of my weapons would be altered by how I treat my citizenry.
10) as with 5, have no idea what you mean by "Malevolence 4." Maybe try using the name of the unlock/building/bonus instead?
11) see above #4
12)Have no idea what you mean by greed, are you referring to a specific cultural unlock, or a general idea, what is the 5% you refer to?
13)All of the trees unlock buildings that grant influence, so in effect they all do get influence bonus. Additionally, I'm pretty sure that ideology, like in Civ V will have a major role in diplomacy
14)Again, I have no idea what you are referring to. I don't see any unlocks with "exploitation" in their name, nor do I see any bonuses that are random.
Maybe if you gave a little more context it would be clear, but I felt like you are looking at something completely different than what I see in my alpha build.
Look in the vault. id 100
malevolent races would prioritize weapons over defense. And I liked the way galciv2 did it. Classic.
2. Was what I thought the ideologies should actually do. Good people take care of their allies ect.
you will know what's up when you look in the vault.
its early for senario's but I had a idea I don't want to forget.
1. A senario with a huge black hole taking up much of the map and stars only on the rim (one sector) tightly bordered by the black hole. There would only be two ways in or out of every empire.
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