We're nearing the end of the pre-release development of Galactic Civilizations III. While dev will continue on this game for at least the next 7 years (hence, the choice to require 64-bit, etc.). I want to make sure you guys are happy with the 1.0 launch!
To that end, let me know what your bugaboos are. That is, things in the game that you would like to see fixed before release.
Below is MY list of bubgaboos I've already started working on:
What are some of yours?
I expect a Linux version eventually. We plan to support Vulkan.
Let's see...
1. I would like a way to snap the camera back to the default angle.
2. A way to sort the planets list would be appreciated.
3. It should be pointed out the the player whenever their automated explorer/survey ships find an inhabitable world. Inhabitable worlds that aren't yet colonised should should also show up on a list somewhere for easy finding/reference.
4. Survey ships on Auto-Survey don't ask for confirmation before attacking pirates guarding anomalies and end up destroyed.
5. The Pragmatic ideology choice that gives you 3 small ships per planet seems a little OP. I've been in situations when multiple AIs at once have had me dead to rights and then gone straight to giving me all their stuff for peace after I activate this.
6. AI should factor in who in else the player they are at war at is also at war with when assessing whether to sue for peace.
7. The diplomacy UI needs to be changed so Declare War is not the first option when opening dialogue with another race. There should also be a confirmation window before declaring war.
8. There is a starting form of each type of defense granted when you research "Defense Systems", but "Weapon Systems" only comes with a beam weapon. Their should be a missile and mass driver equivalent of the Laser.
9. Preparededness centres defense bonus acts as a multiplier on any other defense bonuses your planet has instead of adding a flat amount - but its tooltip doesnt indicate that it works differently from every other defense building. Either it should be changed to a flat bonus or the tooltip altered to inform players of the difference.
10. There should be a way to see the stats of buildings granted by ideology choices before picking them.
11. Change the name of Durantium Armor to Tri-Strontium or one of the other armor types dropped from GC2 - makes no sense we can manufacture as much as we want for armor but need to specially mine it for weapon and support module use.
12. There should be prototype armor/shield/point defense modules based on strategic resources, not just weapons.
13. There should be end game single ship components of all types based on strat resources - not just fleet support modules.
14. Let us pick the location of the Colony Capital.
15. The Planetfall tile boost should not appear on the homeworld.
I would like to be able to specify one or more shipyards to "send To" constructors to all star bases, and to be able to specify the constructor that they send, i.e. a custom constructor vs the standard model that they send now.
I got a new one. Bring back the ability to click on a star and see how many planets (and inhabitable ones) are around the star. I so miss that from GalCiv 2!
This definitely. Along with not having a list of uninhabited planets it's one of the major things from Gal Civ 2 I feel missing in 3.
I'd like to be able to have a ShipYard on standby - not producing anything, but able to make contructors if requested.
My pet peeves :
One thing I would love to see is when we have our scouts, explorers, and survey ships out doing their thing on auto could they please avoid pirates and enemies? I mean 90%+ they seem to head straight for them, even when the pirates move only 1 tile per turn and my guys have sensors so they can see them well in advance, why do they plot a course that takes them straight to their deaths? [e digicons]#[/e]
Carriers. They have no counter beyond other carriers of equal cheese.
Carriers are safe units to use, extremely low risk with pretty much nothing for a threat. With base values you can stuff five basic modules on a single huge hull, which is only 10 logistics. That ends up being multiples of what you'd get filling those 10 logistics up with tiny ships. If anything, they should have less combat power than 10 logistics in smaller ships, or smaller ships need to stop smoking larger ones in the first place. This is a minor balance change away from being solved.
It only gets worse with technological improvements. The power of the fighters scales with everything you research, and then gets compounded, leading to an exponential advantage in carrier strength over other ships. This aspect can't be fixed without redesigning the system to no longer grant compounding benefit to carrier modules, perhaps negate shrinking aspects for them?
As currently designed, he who rings a hyperion shrinker with military bonuses will be able to stuff overwhelming force into a single ship and dominate the galaxy. They're not particularly expensive, and can solo entire fleets of non-carrier ships without taking damage. Even if you were to have a fleet comprised of ships that would ignore the fighters, go straight for the carrier, and successfully kill it, you'd still lose more resources by far, and I've never seen any AI ship beeline a carrier.
Heinrich1 there is s Star Names text file located in the Game Directory in that I'm pretty sure you can edit. Remove the ones you do not want or add new ones. I believe you want to put the editted file in the mods folder.
You can shutdown your ship yards. This is useful to do. I am currently playing Terrans so I can some shipyards setup around my region and turn on the nearby ship yards when I need to open up a front. You can use the commands on the Governor screen to transfer sponsers very quickly.
I know you can shut them down, but I want them to still be able to produce constructors on request. I could be wrong, but a shut down ShipYard won't produce anything, even if a starbase 1 tile next to it requests a constructor. I want to be able to keep it operational, but just not producing things.
Favorite tab in the shipyard and the improvement Que window.(Available Projects.
Also Like to see a stand BY for ships under ships Command. 3 choices 3,5 or 10 turns after said turns ship idle kick in and ask you what you want to do with the ship again.
They need to be able to be set,.. to Idle
1. Not having the ability to select my own Race and Ships colors at the start of a regular new game.
It really bugs me to no end that choosing your race and ship colors is only limited to when your creating your own custom race. This feature should have been added for regular games at the time it became available because not everyone is going to create a custom race but would like to differ their race colors and ship color different than the default colors of a particular race they are playing in a regular game. We had this feature in GC2, but allow this feature to be the same one used when making custom race ship colors. Allow us to make our own color swatches we can apply to our ship colors. Give us the ability to add default race and custom race logo's onto our ship designs on game map and in ship designer.
2. Make it easier to add our own custom graphics for race backgrounds, foregrounds and logo's.
Tell us what folders they are supposed to go. As it stands right now it is very hard to find what folders they are supposed to go in. A basic " How to make a custom race " interactive tutorial would be a really nice the touch when players want to create their own custom race for the first time.
3. As others have mentioned the lighting in the ship designer and even in detail views on game map badly needs to be redone.
This all I can think of right now.
Far and away, my biggest bugaboo is the absence of in-game help.
OOPs
agreed if i double click on a ship i want to build i hate having to go and press start up as well
what id like is a button that just stops warning you when its not building
I really like this one. ! It even adds the tactical flavor to some extent
This is better than my idea of specialized shipyards (for constructor orders). It accomplishes the same thing in a better way. Much needed.
Good one! Sometimes I put a ship/fleet on guard and forget it.
When you have a space battle near a planet, you can see it there on the background. The problem is, the planet spins too fast and therefore feels unrealistic.
Also, the dialogue with other civilizations could be better. I've seen in the files that there are peace and war themes for each species, so why not play them when you talk with the respective civilization? When you are at peace, play the peace theme. And when you declare war, make the war music start immediately. Just like in Civilization V. Currently, the game plays the same music when you talk with all civilizations, and this gets boring fast.
I think Diplomancy needs a turn limit for payments and such. The AI has been paying me credits per turn for the last 50 turns. I think there should be a set length say 20-30 turns for weekly payments. This will help the AI determine a value of such deals. Maybe I should have read the B6 patch notes prior to posting this.
Not sure if this is a feature, but I often get colony capitals that are listed as salvageable (i.e. can be terraformed etc) - the hex goes yellow when you select the terraforming tech in the build menu but you can't actually use it? And then you're left forever with a build ption that you can't actually build.
It would be hugely useful to have select next or previous arrows so you can browse between starbases or shipyards without leaving the screen like you can for planets ...
The single line of installed components at the bottom of the designer - on huge ships I can't see everything that has been installed. Sometimes I can see the very top of the second row - but it's like the dividing line is supposed to move up and show multiple rows but doesn't.
Would be hugely useful to have a 'duplicate last component you installed' button on the designer.
If you go to the govern / commands screen and instruct 'all ships of type x to upgrade' - it doesn't tell you how many of them it's doing and how much it will cost.
I have a rally point - I instruct all shipyards to route to it. But several turns later I keep finding ships 'stationed' at the shipyards and have to manually eject them.
Needs to be a control to limit the upgrades to only user designs otherwise you get pages and pages of options of the same template design to upgrade to (and it is the same design as they're all the same price). Esp.common with colony ships.
I sometimes get a message on these when I survey graveyards saying 'lost scout ship' or somesuch - but there's no ship appearing?
In addition to the 'explore' or 'survey' mission types - would be useful to have a 'hunt pirates' one.
I've created a bunch of unenhanced starbases, then my second wave of constructors hit. Normally I'd have a series of 'starbase build' screens one after the other. But it would be hugely useful to have a 'colonies / resources / relics in range' display as otherwise I have to drop out of the screen to remind myself what sort of starbase it should be. If you're building a dozen of the things it's a pain.
Abandon colony button. Could we have one? (Though that opens the tactic of abandoning just before an invasion hits and forcing opponents to wait for a coloniser).
Would be really useful to have a 'change all entries in build queues of ship type x to ship type y'. I get inconsistent results when I get auto-upgraded template designs like 'colony ship' - where only the currently-being-worked-on ship is updated but the rest aren't (usually when I have used the govern screen to change the currently being worked on ship).
Would be hugely useful to have a 'delete last component installed' button. (As you can see from other tickets I can't always see the full list of installed components).
That's it for now ...
Please let me upgrade only one fleet. Not only one ship you have to pick out off the fleet or all ships of a type.
would be great if other races respect my bordes if they dont have a open border deal with me and it would be great if you could make the
Tech trade a little more difficult and/or more expensive...
The sheer stupidity of the battle viewer ai
i know we dont have any controll over the battle viewer but i would love to see a glimmer of intelligence there
if you have greater range then your enemy stop approaching him
if your fleet is assualting a starbase wait for the whole fleet to be just outside the SB's range before approaching
if theres a high value ship stay towards the back of the fleet rather then out in front
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