Just a request

I was wondering if you all could add a feature, where when you click on your ship you want to move, a cirle pops up around it like with the constructor(perhaps making the circle a different color) that shows you how far your ship can move, when you move the ship, the circle gets smaller- and contiunes to do so with every move. This way, when I have ships that have 29+ moves I don't have to count out all the sqaures to make sure I can reach my target. I know- I'm just lazy that way...
19,834 views 27 replies
Reply #2 Top
That would be so damb handy.
Reply #3 Top
When you click on the target, like a planet with a troop transport selected, the view will snap to place the target in the center of the screen if you have the range to get there. If it does not snap to the center of the screen, you need more movement points than are available.

If that is the case, while the ship is moving you can select a different, closer target or a closer point to stop the ship.

Reply #5 Top
why does it matter how far away it is? if you want to go there, go there.
Reply #6 Top
why does it matter how far away it is? if you want to go there, go there.


Well, the short and sweet of it is this. You clear the orbit of an enemy planet, you launch your transport thinking it is close enough only to find out after the move is over you are still .1 or .2 weeks away. The planet in which you are about to invade has a build for that turn, launches the fighter and obliterates your troop transport. Has happened to me more than once. That is why it matters to some, needless death because of a logistical Error.
Reply #7 Top
Well, when the screen does not center the target, and I know I can not make it in that turn, I simply stop the ship some distance away, out of harms way, until the next turn.
Reply #8 Top
I still think giving ships 'a sphere of influence' that was as large as they had moves left would simplify the entire situation. It would help on Troop Transports, and corridnating ships. Just to name a few quick pluses. I could also see it helping the AI, since if you where to start drawing those circles around the ships, each square then could get a numerical value, with the more ships hitting the square the higher the number would be- this making it easier for the AI to coordinate attack/defense- Thou I get ahead of myself- Ijust would love it if I could launch my ship and simply see if an enemy ship fell in it's 'move sphere'. Be quicker then me counting the grid tiles and saying, "Gee I can just hit that transport" and go to do it, and fall a move short, where my destroyer gets bush wacked by there Dreadnaught- Like I said, I'm lazy and to boot I can't count.
Reply #9 Top
I love the idea of seeing a ship's range. Rather than a circle (or maybe in addition to a circle), I'd like to see a dotted or flashing line indicating the path the ship will take to reach the target. I hate it when I am moving a ship southwest (for example) and to get there it moves west and then south, which takes it within detection range of the enemy -- whereas if it had gone south and then west it would have been undetected. With a path indication marked out before I commit to the move, I can decide to make the move in two stages (south and THEN west).
Reply #10 Top
Rather than a circle (or maybe in addition to a circle), I'd like to see a dotted or flashing line indicating the path the ship will take to reach the targe



That would be nice too but the ship's range would be a square not a circle I believe.
Reply #11 Top

That would be nice too but the ship's


Egads your right kblore... So now, not only am I lazy and I can't count- My understanding of basic Geometry it flawed... CURSE YOU PUBLIC SCHOOL SYSTEM
Reply #12 Top
More like gameplay mechanics -- the hexagon system has just never caught on big time with games. Too bad, I certainly prefer it but I guess the majority of customers wins out on this one.
Reply #13 Top
More like gameplay mechanics -- the hexagon system has just never caught on big time with games. Too bad, I certainly prefer it but I guess the majority of customers wins out on this one.


The problem I have with hexagonal maps is that the map edges look wrong, you end up with that stepping effect where if your unit moves along the map edge it zigzags in and out. Not exactly a mortal flaw I know, but it is a bit odd.
Reply #14 Top
More like gameplay mechanics -- the hexagon system has just never caught on big time with games. Too bad, I certainly prefer it but I guess the majority of customers wins out on this one.


I always did prefer the hex system but that probably comes from growing up with the old Avalon Hill board games like Afrika Korps and Midway. Also Reach for the Stars was a good example of a hex system that included board wrap, a feature I'd like to see at least as an option in GalCiv.
Reply #15 Top
I always did prefer the hex system but that probably comes from growing up with the old Avalon Hill board games like Afrika Korps and Midway


Heyyyyyyyyy, Afrika Corps rules. I myself have squad leader. Tried to sell it on Ebay once and I think it was up around two hundred or so. Didn't sell. Nostaligic I guess, but no one I know knows how to play or even wants to. Hate it when a good game goes to crap.
Reply #16 Top
I always did prefer the hex system but that probably comes from growing up with the old Avalon Hill board games like Afrika Korps and Midway. Also Reach for the Stars was a good example of a hex system that included board wrap, a feature I'd like to see at least as an option in GalCiv.


And Blitzkreig, 1914, Guadalcanal (where I learned to hate hidden movement), Jutland, Panzerblitz, Waterloo, etc, etc...   

The hex system is the closest way to replicate true circular movement on a 2D board. (Outside of actually using rulers a la Gettysburg, or making the movement grid VERY small compared with the movement values and modifying the movement value by calculating greater of sine/cosine values based on how far off of the grid alignment you are moving.)

It would probably be a good idea to wait on the board wrap until we get a true 3D playing volume. It's pretty easy for us to visualize, but getting the movement routines to recognize that -0, +5 sector -10, +5 parsec = 17,5 sector 5,5 parsec on a gigantic galaxy (only) and vice versa 19,5 sector = 0,5 sector (no parsec conversion needed) I think will take more effort than it's worth, and I'd rather see DA. But just out of curiousity, were you thinking cylinder (1 board edge) or sphere (make circular map)?
Reply #17 Top
But just out of curiousity, were you thinking cylinder (1 board edge) or sphere (make circular map)?


Both board edges is what I'm familiar with. Just like the Metaverse Galactic Map.

WWW Link"

It eliminates the edge effects of being in a corner. Of course, sometimes you want the protection of being in the corner.

On a square map movement is easy, you use normal distance calculations and just make them modulo the size of the map. Not sure how this works on a hex grid but that'll never happen anyway.

As far as a 3D playing volume, is this supposed to happen? Don't know as if I'd care for that. Might be tough to visualize. Also don't really see the benefit of it. The only real thing of interest is how far one thing is from another. Is the direction you take to get there really that important?

Until there's a true 3D desktop display I'd just as soon have a 2D map. There are folks working on such things but they're bulky and expensive. See the following link.

WWW Link"

I just know I loved the original Civilization game but when Civilization II came out I couldn't stand the prespective view and gave up the game.
Reply #18 Top
If I remember correctly, GC3 will not have a 3 dimensional map.

After playing Sword of the Stars, I must admit that I am very pleased to hear that.
Reply #19 Top
I second the initial suggestion.
Reply #20 Top
Please do this. It would be so useful.
Reply #21 Top
Agreed. It would make it easer to use. Lord knows the number of times i've lost a transport to the Alterians when I misjudge squares.
Reply #22 Top

good idea, and since they coded the circles for the constucters area of bases, this brainstorm souldn't take that long but wouldn't it conflict with the constucters
Reply #23 Top
How about once you select a unit, it starts displaying the route between the unit to your mouse, and the time needed, like in CIV? Simple and effective, without barely visible fields of influence or anything like that.
Reply #24 Top
Well, anything that allows you to see how far your ship can go quickly would be more then welcome on my computer. I hate having to count out my squares. As far as if your going to draw the range square around the ship, just have them draw it a different color- Perhaps red or if your color is red, then green.
Reply #25 Top
I always did prefer the hex system but that probably comes from growing up with the old Avalon Hill board games like Afrika Korps and Midway.


Squad Leader! wOOt! (I'm such a geek...)