Greetings!
v1.2 is now out the door! Cool random events can now be created by modders and we include a few by default. Also, if you haven't already picked it up, grab the Mega Events DLC which adds a lot of new art assets to have even more mega events (and we plan to actually be updating these DLCs over time with more stuff as we think of them too).
DLC link: http://store.steampowered.com/app/389930%20
So...
What is 1.3 about? One thing: UI.
It's not sexy but it's time to talk about the late game micromanagement issue in this game. It needs to be fixed and it can't wait for some future expansion. It needs to be fixed NOW. We have a lot of things we want to do that require players to be able to manage effectively (and have it be fun) very very large empires.
1.3 is due out in 30 days so let's get to work.
Name the top 5 things you would like to see done to address micro management. Be as specific as possible.
Another thing that bugs me late game, but I don't know what others would say: When you are on streak, invading and taking other race's planet so fast that you don't know what to do with them,
2)I would like to have a governor to ask to build only e.g. manufacturying buildings or economy buildings etc.
Had made these suggestions on the Galciv III wishlist but this is probably more appropriate so am copying the same here
Would just like to add a couple of reasonably small UI requirements to the large number of suggestions that have already been made which may help with some of the micro management stuff that cannot be avoided.
1. Shipyard - it would be nice to have a facility to manage the sponsoring planet sliders from within the shipyard screen. Today if shipyards have been shut down and planets assigned to something else (birthing subsidy, research, whatever), you have to go to the shipyard screen, resume and then go back to each sponsoring planet and manage the production sliders. You then often have to go back and forth between shipyard and planet if you want to say produce some ship in a set number of turns. Adding a facility to manage the sponsoring planet sliders from within the shipyard screen will help reduce micro management.
Conversely from the plant screen you should be able to see which shipyard is being sponsored. It gets to be very painful in extremely large maps to deal with the shipyard management issue.
2. On the minimap it would be wonderful if shipyards, planets and rally points are shown in different colours Also it would be great if selected items (including ships) are highlighted in some manner in the minimap to help locate the ship. One has to keep zooming in to find the item but its painful to do this if you have hundreds of items.
3. Rally points - when ships reach rally points it would nice if its treated as though its reached a planet or starbase and shown as 'stationed'. Today it will show as 'idle' and then you have go and set it to guard or sentry or whatever. Every click reduced is less micro management.
4. Sensors and FOW - if there are overlapping areas of vision then the boundaries of sensors are not demarcated. For regular ships this is not an issue. However if you build specialised sensor ships (and I think everyone does) with large range of vision it takes a lot of micro management to position ships to cover areas of your choice, Again this is a problem of very large maps. It would be nice if the sensor range has a dotted boundary visible so that again micro management becomes simpler.
5. Building upgrades - I think suggestions have already been made to allow upgraded buildings to be directly selected instead of having to go step by step. For example basic factory has a minor upgrade and then manufacturing centre and the industrial sector and so on. One may not want to auto upgrade all then way but may be go up to manufacturing sector. It would be nice to be able to select just that for a tile - the production units can the sum of all the earlier ones (30+, 45+, 67, 101 whatever). This would also help reduce micro management.
Only thing i can think of but have not played in a few weeks is fleet searching or select when looking at ships which type of ships to show small, colony, carriers and so forth. Since sometimes with 500+ ships takes a while to find that hidden colony ship you let stay at its home port
my personal favorite micromanagement peeves:
* we have a dubiously useful "explore" command for ships, but no "scout stars" that goes out lighting up stars for planets. if we did, players (and the ai) could just spam some scouts & send them out. if possible, there should be some checking to make sure n+1 scouting ships don't try scouting the same stars & wasting their individual contributions
* in galciv2 we had the buttons to repeatedly move a selected build queue item up/down quickly. The drag & drop is nice/intuitive & all I guess... but research new factories while your labs/econ/whatever tiles on a specialized planet are upgrading in queue and prepare to sigh as you drag the factory upgrades up to the top one or two spots at a time, click the up arrow, drag, repeat, repeat. either a way to explode that lit out so we can quickly rearrange it, or some buttons to bump a selected item up/down with rapid clickclickclick.
* constructor>starbase spam has been noted already. sending out a constructor with multiple constructor modules loses all but one when you construct a starbase, so you still need to send out spam after you've built them even if you have enough miniaturization.
* I know it's a different sort of micromanagemen, but I'm terrified the tech trees will be updated in a way that requires me to go back and repeat modding of each individual techcost in all ten techdefs files.. pleasepleaseplease give us something like this in techagedefs.xml:
<TechAge> <InternalName>AgeOfWar</InternalName> <DisplayName>AGE_OF_WAR</DisplayName> <!-- Must unlock 12 techs to get to age of war--> <RequiredTechPoints>12</RequiredTechPoints><TechCostMod><BonusType>Multiplier</Bonustype><Value>1.75</Value></TechCostMod></TechAge>
the applies to everything tech speed dropdown is too coarse to meet the more fine grained needs larger map sizes need just for baseline balance, the existence of Naselus' IAB mod & my ILO mod both aimed at mere baseline pacing for differing layouts (abundant <> occasional/common) on insane map sizes shows that nicely. If there was a quick way to apply these sorts of things globally, these types of mods would be drop-in compatible with things like custom races with new tech trees. While I'm sure Naselus' mod would have other globally modded things if he could he went a very different way to address a very different problem & I can't think of an easy way to apply such things.
I liked in gc2 how ships gained experience from battle which lessened the painfull need for costly ship upgrades and also being able to turn off the game breaking surrenders
I would like to see the following things.
1. Better improvement queueing. I would like to be able to set the queue so that it would complete all of a certain type of improvement or group of improvements before moving on to he next item on the list. For example, if I want all of the manufacturing improvements built first before the research improvements, the queue will keep my manufacturing improvements on top of the list until all improvements and their upgrades are completely built as far as I have researched. Alternatively, if I want just one improvement to be built to its max level that I have researched before moving on to the next item on the list, I should be able to do so.
2. I would also like a ship patrol option. In late game on higher difficulties, it is common for factions to have toward a thousand ships. Even if they are all in fleets of five, imagine having to click on all 200 fleets to destroy them manually.
3. I would like to be able to queue improvements for star bases as well once their specialization have been chosen, and when I select "Request Constructor," a constructor that I have set ahead of time would automatically be queued to build at the nearest shipyard and move to the star base.
4. I would LOVE to have an option to relocate improvements. Instead of completely demolishing one and then rebuilding it from scratch elsewhere, it should be possible to relocate them to a different tile after a certain number of turns.
If I may ask: the GalCiv3 Dev team has gained quite some feedback in this and other threads like e.g. the wishlist thread. What of this do you intend to put into use in the 1.3 and further updates down the road? Are there some things that are already in the programming stage? Also, I would assume that some of these suggestions can be put into practice with relatively little programming effort and can tremendously increase the quality of life for players.
They won't use any of it. They will make another crappy pointless DLC or a patch that fixes nothing i mean come on how many months has the game been out and the sub menu for ships on the ui still just has all. How helpful is that? It just shows that they meant to put more options which lets be honest is hardly going to difficult to code but instead they release some crappy events dlc and patch a load of other rubbish, i'm not hopeful at all and i'd very much like to be proven wrong. How about surrenders? can we fix those? submenus? nah lets have more crap DLC.
Brad talked about the prevalence of dlc in modern gaming at one point during beta. The people who make dlc type stuff & the people who do code are two very different groups. Back before the modern dlc era, a game would launch & all the people who build that kind of stuff would be looking for new jobs pretty quickly with just a temporary skeleton staff of coders for everything else until hiring started fresh for a new game/expansion/whatever. Now however, those folks get to keep jobs making dlc type stuff until that point instead & the unproductive wheel spinning period of interviewing/hiring people for the new project is largely minimized/removed because there is already a staff. I strongly recommend that you give it a listen
Basically the suggestions get itemized and prioritized. 1.3's feature set was made specifically because late game micro and general UI unhappiness was the most common complaint.
Whatever can be done to reduce late game micro somewhat would be appreciated by many and especially those playing in really large galaxies.
An option to turn off the idiocy that is AI surrender is a must.
In GalCiv2 ground troops stole a tech. I don't see that happening in 3 and miss it.
When I launch Civ5 it takes about a minute or a bit more to launch and I will see a different scene on my screen from about 10 different scenes. Music also plays.
But when I launch GalCiv3 it also takes more than a minute but I see only the same boring scene and no music plays. It would be nice to have the game randomly select from several interesting galactic and planetary scenes when launching and also play music.
Thx .. neilkaz ..
PS .. unlike many others I am fine with the starbase and constructors but I don't play in super huge galaxies so I don't have 100+ SB's.
This graphic largely explains it:
The options aren't 'get item for free' or 'get item for $5'. It's 'Get item for $5' or 'no items, just the base game in whatever state it's in when the cash runs out and we have to move on to the next thing'. Huge chunks of content usually have to be cut out of ANY game prior to release if it's going to be on time, on budget and on quality. DLC allows those things to be put back in, when otherwise they'd be lost forever (consider, for example, the roughly 10 hours of gameplay that was dropped from Fallout 2 - large chunks of which still exist in the game but are so sub-par that they had to be ditched).
The industry itself is largely guilty for this disconnect - it encourages players to get emotionally (and, with Kickstarter and indygogo, financially) involved with game development without really making much effort to educate them about how it actually works. While I know Brad's talked about this, and the guys at Paradox have explained it a few times, most software houses don't; in fact, many outright ban development teams from talking to the press or even on forums etc except in extremely controlled circumstances. This wasn't so bad previously, when they made a game and then they sold it to us. Now, however, with crowdfunding causing backers to presume they have a stake in the game, and the DLC model making even post-release players feel somewhat involved in the ongoing development, you get what's been labelled 'gamer entitlement' - the idea that the dev team should keep working until the game has reached the standard you want it to be at, regardless of the fact that people still need to eat and rent needs to be paid.
Sure these have been said before but I'd like to see:
- filterable list of discovered but non-colonised planets (as in GCII)
- on the colony management screen an indication of whether that colony already has a shipyard - this would save a lot of clicking back and forth
Thanks!
You really should take your act to the steam forums where you will find an audience. As has been stated folks need to eat, pay rent and keep the lights on. In the end DLC are very good for the game industry. Your complaints would get more attention if they were not constructed as an attack on the publisher.
Your opinion on the quality of DLC is entirely yours. I think the two we got are awesome. In the end just don't buy it and move on to the next game you can complain about.
I don't want to complain about a game, I want to enjoy it.
Having 101 colonies is sort of like having 101 spouses. Think about that!
Maybe not quite as bad, but the management starts getting intense.
I'd like to see the planet traits/qualities when I mouse over a planet in the Govern screen. I am attempting to place a screenshot.
https://www.dropbox.com/s/2y0m5pgz6v982m2/2015-08-19_00001.jpg?dl=0
1) Sorts. All of the lists in the game need improved sorting capabilities. See the list sorting capabilities of GC2 and start there. Sort planets, ships, starbases, etc. by name, type, class, size, distance from selected ship or planet, population, population capability (i.e., how much food), production, morale, top item in production queue, etc. Distance and non-ownership is of particular importance in "goto" lists.
2) Filters. Discovered planets by ownership or non-ownership and sortable as in 1), including distance from selected planet or ship (esp. any ship with colonization module). And, come to think of it, resources as well - both claimed and unclaimed - and sortable, including distances from any selected ship with a constructor module.
3) Sorts.
4) Filters.
5) Better correlation of faction colors between the diplomacy screen and the main map and mini-map "area of influence" color scheme.
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