Thoght that people should just list off all their frustrations with Gal Civ 3.
here are some of the things that really piss me off about this game that need to be fixed ASAP!:
1. There needs to be a PUSH TO TOP OF/BOTTOM OF PRODUCTION QUEUE BUTTON so that you dont have to keep pushing the factories all the way to the top of the production queue or unimportant improvements to the bottom. On a large scale map with hundreds of colonized planets, this gets extremely annoying!!!!
2. NO SHIP/PLANET LIST FILTERS OR SORT BY OPTION?!?! I hate scrolling through hundreds of ships to try to find out where all my colony or surveyor ships are!
3. SET ALL PRODUCTION QUEUES TO DEFAULT OPTION: Rather than manually sorting all of your improvements in order of which you want to be produced first every time you colonize a planet or the planets class gets upgraded, there should be a way that you can just have the list sort itself based on rather than doing it manually EVERY SINGLE DAMNED TIME! For instance, I colonize a new planet and start off terraforming it to strategically figure out where I want to place my factories/farms/research centeres. But after doing this, I then have to push everything else back up to the top again...which is EXTREMELY ANNOYING!
4. TECH TREE AS DEFAULT RESEARCH SCREEN: Every damned time I load up a game, I have to change the research screen to tech tree...and it's not just that. There is a bug where all the tech options are greyed out after you finish researching something.
5. EXPERIENCE POINTS: what ever happened to ships gaining experience and leveling up after battle? I thought that was a fun way to fight battles.
thats all I have so far.
Well, you could use some social skills, but your points are valid.
I'd think rewording those items into a request rather than an insulting rant would be much more effective. If someone complained to you the same way about, let's say, your breath or how you walk or such, you'd just blow them off, right?
It would be a shame for Stardock to ignore your valid points just because you're being a tool.
@mottikhan
Whilst that may be true, please remember that we went through a long Beta, when many things were pointed out to the Devs. Paul did show us a play through a year ago and promised a large map play through later. This wasn't done to my knowledge. Many of these issues are fairly obvious when playing on larger maps for any length of time. Frustrations set in, as the OP points out. We can agree they are valid points.
Although I could reword the listed items, I prefer cutting out the ol "ass kissing and beating around the bush" routine and getting straight to the point. As a fan of the Galactic Civilizations series and a customer, I love this series, but the game is clearly unfinished and it stinks. There are a lot of bugs and a lot of things that were implemented into the game, but they havent been used to their full potential and it seems as if the game is still in its beta stages. For the listed price, I expected a fully functional game with almost no bugs and a friendly UI. And what do we get? An incomplete game with a bad UI that has more bugs and issues than Galactic Civilizations 1 and 2! even surveying anomalies is glitchy! if an automated ship comes across a bugged anomalie, the game gets stuck and you can't end your turn! In the ship designer, when I group a bunch of objects together and save it as an object, it's not even the full object and its dimentions are warped! Who cares about formalities, fix the darned product before your company loses its reputation and it's customers!
Read some of the comments on the reviews from PC Gamer: http://www.pcgamer.com/galactic-civilizations-3-review/
Hey Indorikan.
I agree with the points you made except not getting #3 (you said 'just have the list sort itself based on' --- on what...?) and here's my own list of gripes: https://forums.galciv3.com/469570
Well, not really gripes so much as observations. I seem to perceive a trend within game development where deadlines of old got simply washed away and instead you've got games appearing on the market with the assumed expectation that they will "improve and develop with version patches to be announced". But there's no readily apparent standard about how well constructed a game can be before it's released for pre-purchase (god.... seriously?) and eventually, the familiar, regular purchase that was invented on this planet some 5k odd years ago! So how this affects you the player is, you've gotta sit tight and watch your money not working for you until the last gear is finally set in place by which time you're often already frustrated or bored with the game. Uh /rant, thx for reading
@stellioPaultos
You're right. Buying a complete game these days is a tough challenge. One of the main differences here though, is, this is the same developer. Paul has made this his life's work, clearly. There is ownership, unlike other titles. This in my mind means there is a lot higher chance of this game being made into an actual good game....not just fun bits here and there, as it is now. This is similar to the situation with Starcitizen's Chris Roberts; whereas Chris though is trying to make the game, a game with polish from launch, here in GalcivIII it seems the rush to exit Beta with an incomplete game (Planetary invasion, wheel being removed, ludicrous Technology progression, map balances, bugs, micro management, etc.) took priority.
I'm sure in years to come this will be a great game. Should we have to wait for that though, as the frustrations mount up?? Newer games, new MOO and Stellaris, seem to be making an impact on Stardock, as a noticeable surge in activity on the forums, wanting to ask our opinions on gameplay mechanics and making a good 4X. So I'm hopeful of improvements sooner, rather than later.
You complain about someone's social skills, whilst being overtly offensive yourself. Nice!
2. Coming in 1.3. Available now as opt in.
3. Not filly understanding. Could you walk me through this?
4. Agreed. should be an option or have it remember.
5. It's coming. We had complains I GalCiv II about e micro managey feeling it had but it was a mistake t remove it for gc3.
the problem here (AFAIK) is that when building or upgrading a planet the order is done in a first come first served basis and having an optimize button to reduce time spent building would be nice
for example if i have T3 buildings unlocked and i colonize a new world
i decide im going to make this an economy world
i go into the que and say build me 2 factory's here and here then build assembly (i play synthetic) then 5 marketplaces.
the build que will be
T1 factory T1 factoryAssemblyT1 marketplace T1 marketplaceT1 marketplaceT1 marketplaceT1 marketplace T2 factory T2 factory T2 marketplace T2 marketplaceT2 marketplaceT2 marketplaceT2 marketplace T3 factory T3 factory T3 marketplace T3 marketplaceT3 marketplaceT3 marketplaceT3 marketplace now part of the problem is that pre 1.3 i would be running this world on 100% manufacturing until all these buildings were built and this means that it actually takes longer to build many of the buildingshaving a button that would say sort by fasted might change the build order to T1 factory T1 factoryAssemblyT2 factory T2 factory T3 factory T3 factory T1 marketplace T1 marketplaceT1 marketplaceT1 marketplaceT1 marketplace T2 marketplace T2 marketplaceT2 marketplaceT2 marketplaceT2 marketplace T3 marketplace T3 marketplaceT3 marketplaceT3 marketplaceT3 marketplace
since the factory's are now all built first all their bonus production can be applied to all the T1 and T2 marketplace's rather then just the T3's
another issue would be if i research T3 wealth buildings and then trade for T3 manufacturing buildings then all my wealth buildings will be set to upgrade before my marketplaces
Ah, I see. That makes sense. How would you imagine the UI working to let you do this?
How about allowing explicit upgrades in the build queue?
For example:
1) Choose tile A, choose factory, add to queue --> queues T1 factory to be built on tile A
2) Choose tile B, add to queue --> queues T1 factory to be built on tile B
3) Choose tile A, add to queue --> queues explicit upgrade to T2 on tile A
4) Choose tile B, add to queue --> queues explicit upgrade to T2 on tile B
5) Choose tile C, choose market place, add to queue --> queues T1 marketplace to be built on tile C
The build order would then be:
T1 factory on A
T1 factory on B
T2 factory on A
T2 factory on B
T1 marketplace on C
T2 marketplace on C (automatic upgrade)
i.e. keep the queue functionality with automatic upgrades as is but add the possibility to add explicit upgrades as queue jobs. Choosing a tile that already has a build order and clicking to add it anew to the queue would be an intuitive and easy way to give the order. The interpretation is also unambiguous because if you want to change the improvement to be built you anyway need to cancel the current job, so any "double choice" can always be understood as an explicit request to upgrade the improvement.
Personally i could think of two ways
1) allow me to set a build order that modifies the que
so i could set factorys as priority one
approval = p2
population = p3
research =p4
wealth = P5
what this would do is sort the build que automatically to keep the buildings in the order i specify
this would allow me to set up a planet purely on adjacency bonus's and let the ai set up a build order
it would need to have a checkbox to turn it off per planet
2) have an optimize button button that could be pressed and would then sort the build que to make it as fast as possible
this would need to account for bonus manufacturing from factorys bonus production from approval and population as well as adjacency bonus's and building levels
You d'man. By the way just started a 1.3 opt-in game and thank you for putting in the Manage Fleet options. I can now select my fleets in a timely fashion.
I agree with the other items of the posters list except 3 (not sure what poster means by this.)
@androshalforc
you are exactly right, this is exactly what I meant. Same with the priority idea. You should have the build queue option under the govern tab. I swear this used to be in a previous Gal Civ version as well but it's been so long.
On another note, thank god they've added the filters, but I was hoping for something a little more useful. Sorting planets by class or what they are building should be an option and sorting ships by name, type, hull size, and whether they are in orbit around star bases, or planets or not should be an option as well.
For example, rather than having a long list of fleets and ships, grouping them all by type would look like this:
- Scouts (16) ^
- Surveyors (4) ^
- Battle Hammers (6) ^
- Overlords (3) ^
- Colony Ships (4) ^
- Constructors (8) ^
...etc
grouping them by hull size would look like this:
- Light (12) ^
- Small (8) ^
- Medium (8) ^
- Large (14) ^
- Huge (24) ^
- Cargo (30) ^
grouping them by orbit would look like this:
- Starbase
- Planet
- Unorbited
which would be way more useful in my opinion during huge maps where you can easily end up with hundreds of ships.
Great idea, i really like it. just finished a 1.3 game and while i appreciate the new sorts, they did not do a whole lot for me. I saw this and it would have been great
Here's my list of gripes:
1) When using a constructor with multiple modules to build a starbase, I have to click to build the base, then click on the remaining constructor, click to move it OFF the base and then click again to move it BACK to the base. Really? I mean... do we really need to have to do this? I seem to remember that before this last patch the reduced constructor was just put 'on' the base and could be used. Can we go back to that?
2) Seems to me something changed with system and planet abundance. I used to get more planets and closer together; the last couple of games, with abundant stars and planets, I've been lucky to get 2 habitable planets out of 25 stars. Either I'm having a RNG run of bad luck or something is badly off.
3) Resources. Even on the lowest possible setting it is possible for every person in the Galaxy to have their own durantium mine, which has no use or value except the aliens all think the stuff is rarer than Latinum and will trade their wives and children for it. And Elerium and anti-matter... I just run up a few mining techs and then equip all of my ships with Prototype weapons, no need to ever research anything else. Can we please get some reasonable distribution curves for resources? I've taken to just shutting them off...
4) The designer defaults to show ALL designs. And so I click on User and delete an old design... and it defaults to ALL, so I click on User... I design a ship... and can't see it because the list defaults to ALL. Please let it remember what I've selected before and default to that.
5) On the map, once I've seen a pirate (or at least a pirate starbase) there should be SOME symbol on the map even if it is no longer in scanner range. Airplanes that can't see a hazard on radar still know where it is because whoever saw it first, mapped it. This would be a small change but a nice one.
6) When I'm in the UP and I vote on a proposal, the proposal resolution graphic blocks out how everyone voted. Please fix this or don't bother trying to show me how they voted. I mean, I have no info to help predict how they vote, so I guess I don't need to know what they actually did either, but if you are going to show it please display it so that it can be read.
7) Fleet naming. Add a ship, rename the fleet. Take out a ship, rename the fleet. Abandon renaming fleets as another nice feature made useless by having to redo it over and over and over.
8) If you are going to have the planetary wheel, SHOW WHAT HAPPENS TO GLOBAL LEVELS when you change it. And show on the planetary page whether a planet is under local or civilization production - and show WHICH GOVERNOR if any. Please. Really. Please. It's not the micro, it's the hard work and many clicks it takes to assemble the information you need before you can do the micromanagement.
9) Defensive systems are too 'blocky'. I'd like to see them broken down to smaller values - less combat value, cost, mass and all. This would make them much more usable especially with mixing and matching.
1) When using a constructor with ….
I agree , not game breaking but annoying (at least to you and me). I vote go back to old method, but I bet there are some who like it.
2) … changed with system and planet abundance. I used to get more planet …..
I think this happened back around 1.1, there is a simple mod to increase the # of planets generated at start up
3) Resources. (too much D vs E,A.. too valuable in AI trades)
Yup, been talked about a lot even Paul has mentioned it. I have taken to setting resources to none to avoid the mad mining spam of D and to keep normal weapons relevant.
4) .. designer defaults to show ALL designs..
This is another one Paul was surprised to see (during a stream) and said would be fixed. Don’t know if they forgot or if it still on the list. Seems like one of those simple ‘one line of code’ fixes.
5) … a pirate starbase); here should be SOME symbol on the map ….
Having stumbled back into pirates I had found and forgotten; I cursed and wished for this too. But I usually play with pirates off.
6) … proposal resolution graphic blocks out how everyone voted…
I posted this problem as bug a long time ago. Evidently, it only does this on some screen resolutions.
…. have no info to help predict how they (will) vote...
I hope that when diplomacy is overhauled in 1.4/1.5 they include something that shows how a faction is leaning and give points for voting with/against them. IIRC, didn’t GalCiv2 do this?
8) If you are going to have the planetary wheel…
Planet wheel is going away so irrelevant
9) Defensive systems are too 'blocky'. ...
Easily moldable, I have thought the same thing when building a ship, but it not a big deal imo.
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