between now and 4/26, what would it be? Think of something that is relatively simple and could almost certainly be fixed and tested in a very short time span.
For me it would be how hostiles spawn during map generation. Right now, if you choose "Rare" you get one of each type (space monster, pirate, and precursor sentinel) in each sector. To me that it is way too much. I think "Rare" should have only one of each type in the galaxy, "Uncommon" should have one in each sector, "common" 2, and "abundant" 3. Does anyone really want to have more than 3 in a sector?
The answer to your question would involve how large each sector is. So your suggestions should be framed by number of stars, perhaps.
Well, I was trying to keep it simple. There is currently no way to control sector size either. You can control your starting sector size and the number of sectors, but not the general size of sectors. If I were to list a second thing...
i would say more accurate combat-related descriptions, so people dont get confused. ui still says kinetic has the highest rate of fire, for example.
specifically, when a ship is orbit around a planet, and i double click on the ship and bring up it's own screen, i want to be able to see where those combat numbers are coming from. i'm still currently not sure where the weapon bonus from defending planets comes from...
oh, and an official explanation of how the combat system and growth rate both work. people are going to want to know...
I assess that the combat-related issues are too complicated and interconnected to resolve in a week. I was really talking about quick fixes.
For me, the planet floating UI's are too distracting, block my clicks, cover up tiles and are just generally in the way for me. I would get a "retro planet UI" setting in the game menu that changes them to GC3 style.
A diplomacy screen that shows everybody that I have any kind of treaties/trades with; open borders, alliance, war, trade, etc and the duration/magnitude of those treaties.
One easy thing to fix before release:
We need more elerium!
Drop down list for ships: filter by type (colony, constructor, transport, survey, military, ...)
Elerium: I've never seen it in the game yet...after many many hours played....much too rare.
Same for planets a button to sort planets by size.
What are your galaxy settings for Nebulas? If you have very few nebulas you'll have very little elerium.
I've made note of some of these. They might find it to a post-1.0 QoL patch.
I have seen few nebula that have more than one elerium most stars that have resources have two or three of their type. So while the nebulas should be sparser at lower density settings the elerium should be more abundant within them.
I set my nebulas to the setting just above none, but resources to max and might get one E in three Nebs.
This would be what I would consider sparse resources not abundant.
Pub while you are correct that E is tied to Nebs the amount of E should be tied to the resource setting with abundant having more per Neb and Nebs having none should be rare.
Since we're on the subject, I think Durantium and Promethium should be fixed too. For these, it's the opposite problem. There's entirely too much of these resources on the map. It's easy to gather way more of these resources than one can actually use. I've had games where on the trade screen the AI had thousands of these resources.
In the game I'm currently playing, I have resources set to "rare." That does seem to the case for antimatter and especially elerium, but durantium and promethium are still extremely common. I'm playing with several large sectors, and I've managed to take over three smaller ones so far. I'm 11 hours in, or about half-way through the game. I usually have between 0 and 10 elerium and antimatter, and I have to carefully manage my use of these resources. I can't really build any of the elerium upgrades for starbases because that resource is just so scarce. For antimatter, I have enough to get by, but not enough for every ship to have Harpoon missiles. (My military is split about 1/3 Harpoon missiles, 2/3 Enhanced Railguns.) I have a lot more thulium; I use a lot more of it, and I usually have about 20-30 in reserve. With durantium and promethium, even when I'm actively trying to use them up, I still have too much. (I have a lot of economic modules for starbases, I build promethium drives for my big ships, and I use frequently use promethium to fund research.) Still my durantium reserves have stayed over 50, and I have over 100 promethium now.
I share my experience from this game because it seems to be approximately the same for every civ in my game. We all have an extreme scarcity of elerium and an extreme abundance of promethium and durantium. This is a problem because it shuts down trade completely. No one wants to give away elerium, but nobody wants to take these other resources that are as abundant as dirt.
Early game there seems to be quite a bit of use for it, but by mid-game it seems like there could be some more serious sinks for the stuff. For something that is the "backbone of any strong navy" (per GC3) it sure doesn't seem like you need much of it. Maybe if you could sink some into every hull type to +hp, this would make sense for a resource in the amount that I tend to accumulate it.
Also there seems to be generally more available than can be used...
In my experience this is rare, although I haven't played much lately. My last 0.91 game there were only 4 prometheon spread across 1/2 the galaxy to be fought over by 9 different civs. So that's anything but plentiful.
Doesn't seem to be super-uncommon, but finding lodes of >1 seems to be pretty rare. In my current 0.92 game however, I do not believe I have any, so all the above posts might be onto something (Nebulula = common (along with all of the galaxy settings))..
+1 to setting nebulas to common, but don't people just sell their excess resources to the galactic bazaar? That's what it's there for and it's pretty easy to unlock. I have zero issue with collecting more resources than I can use myself. Even as the sale cost decreases over time, it is still a good way to farm credits.
I just completed and lost by 20% prestige Max game 1 of each race opponent. Norm diff; all settings max. I was Iconian and lost to out of range Torian. Boy the Iconian science seems to not outweigh its other loss of other stats.
In this game I noticed that by late-mid to late game:
My 7 fleets containing Commanders. Some reason the commander ships, foremost the lower their logistic cost the sooner it happened, the enemy would target commander ships. I would keep losing commanders as the only loss. These are fleets 32-66 range in that game as it progressed that I noticed it.
Are commanders suppose to head the spear and die first? Is it just the smaller logistic ship despite HP making them a target? When you level up lower ship logistics that may be a bad thing to do?
I don't like losing commanders. If they are meant to be targets I probably shouldn't add them to fleets.
I would add the guard command. I don't like sentry.
I advocate a "patrol" command (go back and forth between point A and point B, stopping if you see a hostile), but since there is not yet a built-in mechanism for stopping automated actions at this time, it wouldn't work yet.
The Map Editor it is the only way to fix the bad decisions made.
In 3's editor I can eliminate things like monsters and having opponents to close.
Any other words I can set the game up my way as a 4X game and not a war game as the current map generator forces on you every game.
However, it has been stated that there will be no Map Editor for the foreseeable future as it is not needed.
I disagree absolutely it is the only thing that made 3 and will make 4 playable for me.
Draginol gave me hope for partial band-aid for my problems.
Please explain.I advocate a "patrol" command (go back and forth between point A and point B, stopping if you see a hostile), but since there is not yet a built-in mechanism for stopping automated actions at this time, it wouldn't work yet.
I would like the addition of a guard command -- guard = I don't come back to life until the player actually does it. Versus sentry where they wake up when an enemy comes around.
Commander ships are escorts. They get targeted before most other ships. You can protect your commanders by adding other escort ships. You just need to use one trick: those other escorts must have less hp than your commanders. Actual hp matters not max hp. So if you got a heavily damaged escort (commanders) this might get targeted first. This is one major reason why I asked for a ui update to show hp of all ships of a fleet at first glance (to check tooltip of each ship is not good if you got a big fleet). Chose "Escort" when you save your custom designs. Another tip: prio hp upgrades for your commander ships (to not get targeted in the first place). Good luck!
Frogboy nailed it. Ship does not come back to life on its own. Sentry reacts to the presence of enemy ships, while guard does not.
Its kind of a play style choice. Some people love sentry, while others would like something more permanent. I find myself, time to time, pressing spacebar make a fleet skip a turn (and lose all remaining movement points) when a guard command would have worked better.
To counter criticism, I think that if you need sentry to be aware of enemy ships, then you are not paying attention.
I have no problem with that suggestion. I would just call it "sleep" not "guard".
Regarding the need for sentry, let's just say that the UI is not as clear as it could be when there are hostile units around, especially when you have more than one sector to deal with.
I care little for the name. I use guard because that was its name in GalCiv 3. In GalCiv 2, I asked many times for a fortify command because guard worked like sentry does now, and sentry woke up when any* ship got in range.
*any being any ship that does not belong to my civ.
Ships can get hidden pretty easily, behind a planet banner, in an asteroid, on top of an anomaly, behind stars (even when you look top down), and sometimes they even camouflage when having a similar color to you or another civ.
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