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
I like the big black hole at the centre of the galaxy idea hope they produce that scenario.
So the vault is more current than the current build? I assumed since it was in the vault it was a previous version that had been replaced by what we see in the alpha. At least that explains my confusion over what you were referring to.
After looking at the alignment stuff in the vault a little closer, I'm pretty sure that has to be old. The Stuff on alpha makes more sense and is more balanced. Plus there is no tourism in the vault list, and very little in the way of producing more alignment based on what you get from your tree.
EDIT: just saw the thread where Frogboy announced that he added this to the vault, so it seems it is the next iteration. If that is the case, it seems like a step back to me. I'd be interested to know what the issues were with the original tree that they are trying to address.
Really nice, but, how it is going to work around sizes (tiny and ultra-big? What about not only big ones but smaller ones scattered? Is it not going to be to stressful to the cpu/gpu? A scenario like this is really nice to play with friends but not with the AI, the AI is, most of the time, too dumb or need to be too complex to work with something like this (I think).
Ask SD not me, they make our ideas real...but. I imagine the black hole scaling with the galaxy size.
DARCA.
You are evil, DARCA. Poor SD, make their life a little easier . I asked about the stress on cpu/gpu because of scaling, specially in a 64x64 that they are planing .
I imagine that blackholes are currently fixed size objects, but how difficult would it be to add a bigger version, obviously the scanario would need to be fitted to an appropriate sized map.
You could also do Galaxies with giant nebula at the centre, etc. That's the good thing about having this space terrain it opens up lots of new possibilities.
New planet UI.
1. The grid can go but does it have to be blacked out? I like color on earth and every planet.
2. I can't see how much my planet makes after maintenance.
3. It doesn't matter to me if the production icons are mostly fluff, they don't take away from basic planet info.
4.What if there is one trait or two traits on the capital or any world, what happens to the box?
5. A way to categorize improvements is needed. Like favorite improvements or factories. I don't know if you've done that but the tiny arrow drop box gives me a reason to believe.
6. Can research and espionage be tied together. Everything else has a double. Economy has the tax rate, the two productions are back, maybe espionage can cost research instead of money.
7. Can you please release the final version you guys have hidden away? Lol.
8. Some of the other things I said on other forums apply here too.
have a Sovereign day.
On (1) I suggest since a lot of people don't like the monochrome, although I'm not one of them that instead they just lower the saturation on the areas of the planet you can't use a little to make the active part stand out but still allow you to see some color on the rest. Although personally I kind of do like the mono chrome thing.
(4) good question.
(6) I seem to remember that they don't intend to include espionage until one of the expansions because they have big plans for it or some such but someone from stardock tell me if I have that wrong. Otherwise good idea.
I honestly hate the "monochrome" when a asked for a way to see tiles better I didn't mean for that.
I know 4. is a good idea, I thought of it as soon as I saw it. Lol
I hope your wrong about 6. I want espionage, many players had dreams about it and want it in their strategies as soon as possible. But that's not as bad as holding back the final version just to torment us! I've seen it...in a day dream.
Yes a few people seem to hate the monochrome, which is why even though I quiet like it I suggest they rethink a little and try and come up with something people don't feel so strongly about. A slight desaturation might work just as well to make buildable tiles stick out rather than full monochrome.
I hope I'm wrong on (6) as well but I really do seem to remember reading that somewhere when going through various old journal posts and things. So as I say please do correct me Stardock if I'm somehow miss remembering.
Yes, Paul Boyer said so in this podcast. It's been a while since I listened to it, but, from what I remember, he said, that they have a idea which coincides with their plans for espionage. However, they don't have the time to implement it, so they'll have to wait for an expansion before they can add both.
Ah thought so, to be honest I think it a mistake to have no espionage at all in the base game it will feel like somerhing is missing. I can appreciate of they have big plans but espionage has always been part of running a kingdom or empire in real life and it's will be missed.
Maybe not in the release but as a DLC or patch would be good, at least to have something similar to what we have in galciv2 just a little tweaked. Just to bite something until the expansion.
I agree. There will be serious consequences from game critics and fans be not having at all. We don't even know how far after release espionage will be available. I hope there will be time and will to put it in.
Congratulations on becoming a founder Chepelink. I forgot to say that before. Now you just need a cool avatar like me.
Thanks DARCA, I think I need a cool avatar too. I have one in mind but I'm not good at drawing (a cool but quiet young assassin woman with black hair and a soft make-up, almost natural). And not, I'm not a girl, I just like woman too much that I prefer seeing that than a man... , specially cute ones (or cool ones)
I have tons of picture on my PC that match that description, but a game called "Final fantasy" has what your looking for. Search the internet for pics, and if your lucky you'll be half as cool as me. Lol
Thanks for linking this podcast, it was a great listen. Especially interesting to listen to him address the concerns of people who weren't huge fans of GalCiv 2.
Yup, know the game, payed some of them actually. I searched for a pic with that description long ago and I found that I'm quite picky about that girl. And yes, your avatar is cool. Any way, we are going off topic here. I also fear that the lack of spies, would make the game critics (specially players/gamers based) somehow harsh on the game and reduce the sales at the end. I think that a quick and simple implementation and a promise of change in the near future would be better than just the promise. Even more, if you set the mark low by introducing spies at the first game and later improve them they (critics) would see that as an improvement rather than a "hey, do you take this long to deliver this espionage system? could be way better" (talking about the expansion).
A bare-bones implementation could have the same effect. "They didn't improve the espionage-system at all. In fact, it may even be worse than in the previous game."
True, but there are things that can be really useful that are really easy to implement because they are already in the game or are going to be in the game anyway:
Just with those three (or two if you wish) you have a nice option for spies that are already in the game or that can be implemented or going to be implemented. And those things are what some people were asking all this time for spies to do.
And whatever plans SD would have for spies in the future are going to make it better.
The issue they've got really in general is that GC3 doesn't have to out do GC2 in it's origional form it has to out do it with all it's expansions, otherwise critics will say it's not as complete or good a game as GC2. This may be a little unfair but it's how it will be judged in the world at large.
Completely missing a GC2 feature like this is going to be a big red flag to critics. A poor implementation would also be an issue.
I could be mistaken but I don't see any miniaturization techs. If ships will still hold the same amount of components then I don't see why we can't work to unlock the bonuses. It seems like a waste to have just one specialization tech for 10% when miniaturization scaled with the games era and added so much to tactics and fun.
did anyone see miniaturization techs?
Specialization techs seem to be cumulative. For example, if you research the tech to increase the range of your particle beams, you increase the range of all your beam weapons (both past and future). So, instead of researching one tech-line that will reduce the size of all your components, you have to make a decision. Do you want your weapons to have a longer range, be cheaper, or be smaller? Same for all the other ship-components and planetary improvements.
I really like this mechanic.
That's all very nice but hull miniaturization doesn't equal 100% its at 50%. I want more. I don't want to have it get OP either, but from start to finish our empires should have miniaturization at 100% as it shows part of the games progress and its cool.
If its cumulative how can each missile tech give 50% to range? Usually stuff gets capped at 100% or so. Also I am not to sure they are cumulative because when you shrink weapons sometimes values get dropped which is a inefficient and irritating way compared to cumulative hull miniaturization.
specialization techs are one of my favorite new features but miniaturization should be higher and have a category. (maybe its gone because they were scared to put a description for the techs. )
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