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Please slam my game

Please slam my game

Far be it for me to invite scorn and ridicule on our hard work in the form of Galactic Civilizations II: Twilight of the Arnor but let's face it, GalCiv has long since stopped being any sort of traditional "product".  We love working on it. If I didn't work at Stardock, I'd be modding it in my spare time.  But I do work at Stardock so that means I still get to mod it in my spare time but I have the source code.

That said, in this post can you list the 5 things you would want changed or fixed about Twilight of the Arnor first.  Not things that you eventually want changed or modified or whatever but 5 things that you would want done as soon as possible.

I'll then read through your lists and put together a summary and start working on them at night after working on The Political Machine during the day. :)

Don't feel bad for me, the GalCiv team wanted to go right on to making a GalCiv III but I'm integrating them into the fantasy strategy game team instead.  So I deserve some scorn and ridicule.

-Brad

734,195 views 274 replies
Reply #226 Top
Spies don't do permanent damage and they're easily nullified.


One of the main reasons why, i gave my 1) priority slot to enhanced Espionage three weeks ago while threading a reference to a post made in December last year which was basicly suggesting...

- Real Sabotage. Total or partial Destruction. Repairs. Spy(s) on a mission. And, any PQ1 planets serving as an espionage base of operations. And much much more.

:)
Reply #227 Top
1.) I would like auto constructors. You make the starbases then, they upgrade them with no prompting. Something would have to be done to get around battlestation+others costing BC. Maybe initial starbases would cost more, then all modules would be free.

2.) Thalans need battlestations.
Reply #228 Top
3.) Having 1 spy letting you spy on all worlds seems sorta broken. For low levels of espionage, when you place a spy on a world, maybe it gets placed on a random structure, so you can't actually see the planet?
Reply #229 Top
1. Fix the broken improvements... yep, that's another 2c for the Mind Control Center. =) I would also include the planetary defense improvements - some of them claim to give a bonus but don't actually show the little "defense +x%" icon in planet menus, and defense bonuses don't show up on the details screen for that planet. I can't tell from advantage numbers whether these improvements actually work.

2. Espionage overhaul (part I) - I understand this is already in the works in some form. My first gripe is that sabotage doesn't scale well. Most systems in the game have linear cost with exponential benefit - doubling your warship fleet costs twice as much and uses twice as much in maintenance, but is more than twice as good, since even with equal logistics there is an advantage in having numbers. Likewise with influence (high influence makes planets flip, yielding more influence) and infrastructure (a strong economy can afford to build improvements and starbases that make it even stronger). On the other hand, spy sabotage has exponential costs and linear benefits. In order to have twice as many planted spies as an opponent, I must spend much more than twice as much in time and money. In order to do the same against multiple opponents, I need a hugely larger investment.

3. Espionage overhaul (part II) - The second gripe, and something that might get overlooked, is that raising your espionage level gets you a lot of information, but it's mostly useless and almost all terribly disorganized.

For example, I can read that "our spies have determined that the Drengin spaceship so-and-so has a defense rating of 3 and is headed for Someplace-I've-Never-Heard-Of", or something like that. This line in the report is never of any conceivable use to the player - for one thing, if a particular ship or fleet is close enough to player holdings/units that its nature and destination actually matter, by definition it is already within sensor range.

I would really like it if the espionage report gave me easy-to-understand and, above all, actionable intelligence. It would be great if espionage could tell me, say, what the computer player's current plan for victory is. For example, I just played a game where the bordering Drengin had much better weaponry but were too busy with other civs to bother little ol' me... for most of the game. Then they decided it was time, demanded tribute, and attacked when I refused. I would really love it if espionage could tell me in that situation something like, "The Drengin plan to conquer the galaxy through force, and are currently (struggling/succeeding/plotting their next move/etc.) We are viewed as (a potential threat/a potential ally/fresh meat)." When the AI changes its mind about its plans, perhaps a message could come up, "Our spies have determined that the Drengin plan to conquer us next. We (can easily best them/need help/are doomed). We should probably (plan our next vacation on Drengi/search for allies/try to buy them off)."

Likewise it would be nice to know the relative strengths and weaknesses of foreign planets - i.e. "Westerfield II is the center of the Drengin economy. Xassica IV is the home of their Manufacturing Capital." etc. You can get some of this data now by looking at foreign planets when you place spies, but you have to actually page through each and every planet in order to get the data - I would like to have an easy-to-read summary.

4. Easier starbase construction. It would be nice if I could work with starbases like I work with planets, where you see a clear list of what is available and can place desired items in a queue. I can never remember which modules I already have on a starbase and which I want, and it's super annoying to have to send a zillion constructors gallivanting around the galaxy to get everything done. I would like to have something like how trade works. In the same way that you build a freighter, click on an alien world, and then everything just works from there on out, I wish that I could build a constructor, pick a point for a starbase, choose the desired modules, and then never ever click on another menu ever again and have everything work out automatically.

5. Please teach the AI that a ship with defenses but no weapons is not a good defender. I suspect that the AI takes the settings last used by the player in the shipyard focus for weapon/defense balances and just keeps them irrespective of what war technologies they have actually researched; that seems to be the simplest explanation for the awe-inspiringly dumb ship design decisions I've seen in my latest game.

Two civilizations tried to wage war with me even though they had exactly 0 ships with actual weapons; they would keep building defenders with shields but no weapons, and I just kept blowing them away. I had a ship that was the first fighting ship I ever made and equipped with the worst weapons in the game. That one ship just kept flying between clustered planets, where I would sent it to blow up the unarmed defender of planet A, then the unarmed defender of planet B, then back to A for the newly-launched yet still unarmed defender etc. until I finally came in and crushed them all with troop transports and sent my ship to the next planet cluster.

After something like 3 game-years of continuous badassery, that one small-size ship had gained so many experience levels that it had 45 hitpoints. And during that entire time, in which I conquered something like 30 planets, neither opponent civ figured out that it might be a good idea to build ships that can shoot back. To make this whole experience all the more insulting, through most of this both civs were convinced that they were totally winning the war - even though they had never won a battle and all their citizens had developed cancer from the falling fragments of their "warships" that I had blasted into radioactive smithereens over and over and over.

6 [Bonus Round]. Speaking of which, it would be nice if citizens actually noticed when a planet's rivers start to run red with the blood of their fallen comrades (or green or purple, as the case may be). If you invade a 16-billion-population planet with 40% approval and wipe out most of them, the survivors will suddenly all become ecstaticly happy at the extra room on the planet and approval shoots up to 100%. I guess they don't mind the smell from the 12 billion decaying corpses of everyone they have ever known or loved littering the planet. Repeated military losses in orbit or on the ground should probably damage morale, perhaps with the effect dampened by civ loyalty.
Reply #230 Top
I've not played TA yet, since I can't buy it until pay day :) but based on what I've read so far, and my prior GC experience, I still want to put in my own two bytes... :)

1. Maybe this has already been fixed, if so, apologies... but one thing that always has irked me is when I place a constructor, getting ready to build a new starbase, I have to gestimate it's area of influence. I try to place my starbases so that the effect covers the maximum possible number of planets. So many times I find that one planet is just a shade outside the area of the new starbase's influence. Sure would be nice if I had an option for the constructors to show a light circle around them, indicating the area of influence BEFORE I built the starbase, that way I could move it/tweak the placement.

2. Maybe I'm just some kind of exploration freak... but I would like an option to NOT know where the other civs are when I start a new universe. Kinda takes away from the fun of exploring a supposedly UNKNOWN universe when I can simply look at the minimap and know where all the stars, planets, and other civs are generally located already. Sure, it makes sending out my scouts and other ships more efficient - I haven't met civ whatever yet, just send a scout out to that civs area of influence - but it also takes away from the fun of exploring a universe if you know where everyone is already located!

3. I agree 100% with prior posts about rally points and ship launching. Would be wonderful to just select a planet, then right-click on a point in space to auto-send the ships it builds to that point, without the hassle of having to set up individual rally points. Having an auto-launch new ships built feature is necessary.

4. Need a key shortcut to answer YES (or no) to dialogs instead of always having to mouse on yes or no. It would be so much nicer to simply hit space or Y or N or something...

Can't wait till next Friday - Pay Day! - to buy the new TA. So looking forward to it... ya'll have teased me enough!

Reply #231 Top
1. Maybe this has already been fixed, if so, apologies... but one thing that always has irked me is when I place a constructor, getting ready to build a new starbase, I have to gestimate it's area of influence. I try to place my starbases so that the effect covers the maximum possible number of planets. So many times I find that one planet is just a shade outside the area of the new starbase's influence. Sure would be nice if I had an option for the constructors to show a light circle around them, indicating the area of influence BEFORE I built the starbase, that way I could move it/tweak the placement.!



If memory serves me right, this was corrected in DA, all my constructors have rings.

2. Maybe I'm just some kind of exploration freak... but I would like an option to NOT know where the other civs are when I start a new universe. Kinda takes away from the fun of exploring a supposedly UNKNOWN universe when I can simply look at the minimap and know where all the stars, planets, and other civs are generally located already. Sure, it makes sending out my scouts and other ships more efficient - I haven't met civ whatever yet, just send a scout out to that civs area of influence - but it also takes away from the fun of exploring a universe if you know where everyone is already located!


Not positive about DL but an option called blind exploration since at least DA. It is located in the setup parameters for each game, where you set galaxt size, # of planets etc... that does away with fore-knowledge of other civs, you might also want to deactivate ship locations in the mini map as they kinda give it away too.

Two out off four solved and it isn't even payday yet. Enjoy.
Reply #232 Top
3. I agree 100% with prior posts about rally points and ship launching. Would be wonderful to just select a planet, then right-click on a point in space to auto-send the ships it builds to that point, without the hassle of having to set up individual rally points. Having an auto-launch new ships built feature is necessary.


If you didn't know already you can select a planet (or ship), hit the "T" key and a rally selection for that planet will pop up, sending all ships built at that colony to the selected rally.

I tend to play bigger maps and I find that you really need to have a good naming system for all your rally points. The ability to move a rally point is also very helpful. Combine this with the rally governor and its fairly easy to manage a large number of rallys, ships, and starports.
Reply #233 Top
MAJOR requests:
The option to start at advanced tech levels. Battle of the Gods is fun, but I'd like to be able to start 1/4 or 1/2 way up the tech tree. Heck, maybe there could be a slider to determine how many tech points everyone starts with?

An addition to AI behavior: if you're about to attack a planet, it would make a lot more sense for the AI to launch a bunch of ships, fleet them, and then try to intercept you on the turn before you'd reach the planet. They'd have to leave some ships behind to stop savvy players from sending ships from two directions. I think, as it is, this is a pretty big weak spot for the AI. I feel bad for them, actually, seeing all those nice, pretty warships they worked so hard to build being torn to pieces by my inferior, yet more organized fleets. :(
Reply #234 Top
I already posted 4 wishes.
Here is number 5:

Please remove the restriction for starbase & asteroidbase shipcfg. Please allow us to design racespecific starbases and asteroidbases ;p
Reply #235 Top
I still don't think the immense galaxy really does a whole lot of what it was promised. It was promised as a galaxy much larger than the previous largest galaxy where it would have a lot more stars and many more planets. To me it appears that the immense galaxy has what use to be the ammount of stars in the gigantic galaxy (previous to the out of memory errors) and just spreads them out. I thought that they were going to eliminate the memory errors and reduce the ammount of memory taken by each planet therefore allowing this immense galaxy with hundreds of stars and potentially thousands of planets?
Reply #236 Top
As far as automated starbase upgrading goes, I was thinking that if there was a slider that you could use to allocate some of your income to a pool, money for upgrades could first be taken out of the pool without needing to prompt the player.
Reply #237 Top
All i can think about right now is the way *Total_Conversions* and available opponents are currently implemented. In a MOD driven game, the choices gets automatically selected, splashed in, click a race box, get a nine maximum set of enemies, play.

X-Worlds comes with three themes... and the only way for me to ToTConvert everything for the user is to ask for a specific RaceConfig.xml (out of many alternatives) switch_move_copy_paste from the data folder.

I wished we could use an optional load button straight into the setting races phase where;

1) the entire assets from a MOD (AND, the game defaults) are presumed active.
2) an almost unlimited list of Major and Minor races would develop in a drop-down list with portraits aside to select the potential twelves by ticking a simple box for each.
3) then, pick the newly created active (or even, temporary in fact) set to play with.

What this would also allow is to have multiple mods indirectly valid all at once in a *BIGGER* folder where the basic GFX are all together. Btw, the engine already scans for that sort of thing - but within a DL-DA-TA gathering of defaults only.

Reply #238 Top
As far as automated starbase upgrading goes, I was thinking that if there was a slider that you could use to allocate some of your income to a pool, money for upgrades could first be taken out of the pool without needing to prompt the player.


That would be awesome. After the initial construction I wish I could just fund a starbase's ongoing expansion and let my underlings take care of the nitty gritty of upgrades. I'm a galactic emperor, not a cosmic Bob Villa!
Reply #239 Top
1. An influence overlay! Say light green could be high influence for your empire in that sector and dark green could be low influence. This would be so helpful for those of us who persue an influence strategy.

2. Make the AI to stop producing fighter ships when I am sitting off their world with a battleship. It gets a little tiring just constantly blowing up small ships turn after turn after turn. What the AI SHOULD BE doing is conserving resources and building ships and fleets in it's rear territories. OR the AI should immediately flee that planet with it's ship so atleast I have to persue. In this case, the AI should be giving priority to building ships with fast engines.

3. Make The Iconian Refuge stop building ascension crystal starbases right off the bat! Every game they get wiped out because of this. I even jacked them one level higher then the rest of the AI's and they still do this. The AI should only consider an ascension win when it is powerful enough to do so.

4. Wheelmouse zoom to pointer like Sins. Currently moving around the map is irksome even at max scroll speed. When zoomed out it is too slow, when zoomed in it is too fast. ARGH. When zoomed out you can still see the number of empty slots for starbases, perhaps a number over them. Zoom in, zoom out, zoom in, zoom out ARGH! ;-)

5. Some way to automate construction ships, starbase construction. The current method is tedious at best, mind numbing at worst. Hmmm yeah new starbase only need to send 54 damned construction ships to fill it up.

All in all a great game so don't say you didn't ask! ;-)
Reply #240 Top
4. Wheelmouse zoom to pointer like Sins. Currently moving around the map is irksome even at max scroll speed. When zoomed out it is too slow, when zoomed in it is too fast. ARGH. When zoomed out it would be nice to see the number of empty slots for starbases, perhaps a number over them. Zoom in, zoom out, zoom in, zoom out ARGH!

edited for clarity and bad grammer...
Reply #241 Top
1. Even more flavor.

More star and galaxy gazing, planet vistas, "people" and personal interaction, wacky events, choices, and atmosphere. More appreciation of the setting and less tactical view.


2. Planetary governor AI.

While I have grown used to the micromanaging, even on Gigantic, some sort of slightly less rudimentary auto build AI would be much appreciated. Keep the micro of course.

3. Vassals

Someone mentioned earlier the vassalization of minor races, let's make it available formally for major races as well. We can already ask or extort but a more in depth and formal arrangement would be nice 'flavor'.


4. More stock capital ship designs.


5. Espionage overhaul and general diplomacy and race interaction improvement.
Reply #243 Top
I second the idea that the AI fleeting behavior in recovery should be top priority. have them run their fighters away and wait till they have 5 maxed fleets of them before they come back at the very least. Does the AI sim battles to know when to avoid?

Once you've gotten a battleship to sit on one of their planets, they really don't seem to be able to take anything back.

They don't really do anything tactically irritating like first striking starbases just after a war declare. I would be sooooo impressed if they did, and would watch them MUCH more carefully.

In fact, most of galciv strategy consists of hunkering down after the colony rush and waiting for the better economic fundamentals of your civs and synergistic advantages of your fleets to steamroll the AI.

Please make the AI more of a situational catass, like us? That would rock.

Reply #244 Top
BTW, this piece of sentence
... but I have the source code.

makes me a bit jealous, admittedly :LOL:
Fantastic work guys :CONGRAT:

Reply #245 Top
err.....eggg...Bha!!!!!
very annoying !!!! Darn Gremlins anyways !!!

OK Back to List!!!

1) To be able to tell custom Planet xml which Startype to use
2) To be able to tell Custom maps which planet map to use for planets.
3) To be able to export the ships to be open in Max or blender
and DXViewer.

Nasty

Reply #246 Top
6) Limit users to posting only once in threads like these.
Reply #247 Top
I have two main concerns.

1. Game crashes when I meet an opponent.

2. Custom map editor.
... A) Sometimes I need to put a star in the corner. The editor tells me that I can only put a planet in the same sector, but if I put it in random planet mode, it ignores my restriction. Not too mention no random asteroid mode.

... B) I would like the option of more planets and closer together. But, After making a map of 249 stars, after I randomed in the planets and saved it as a new map... It was unplayable, After exiting the map, The editor would no longer load the map and The game will not either. This alone destroyes the game for me. I like my custom map.
Note: the star map itself can still be opened.

... C) The game ignored my designation of setting my homeword. It turned Earth as my designation into Mars.

... D) I need more finetuning of objects in the MapEditor not just whole numbers. And more explanation of the sliders. I can't remember which editor or author had an side menu that kept track of stars listed and the planets assigned to them, also the option to more objects around was a big plus.

I love TA but it won't stop crashing to desktop. I know it will eventually get fixed but that along with not being able to use my custom nearest stars stink. So, until then SE5 it is.
Reply #248 Top
Thread has turned into a monster.

1) ship "range" needs to be decoupled from galaxy size, or allowed to be modded in the xml. One of the reasons an immense galaxy doesnt quite feel so immense is becasuse of this scaleing. (to see it in action, load a small galaxy, check your survey ship's range, then an immense and do likewise. Immense galaxies would feel alot more epic with the vastness of space being, well, vast)

2) Ship give-a-ways - when a civ gives another a few ships, to help out a war or when they are capitulating, is it possible to have said ships appear at the nearest planet owned by the reciever, and have that set as the new home planet of said ships? More often then not the best use for a gifted ship is immediate distruction for cash because it takes a month of sundays to move them anywhere close to where you may need them. The AI, meanwhile, has a tendancy to just leave them stranded out in the middle of no-where.

3) Economic scaleing - larger galaxies cost more to support, they could probably use some help via trade income and for when the galaxy is well developed, a raise in the maximum cash cap as well. ( say from 20k to 30 even would be nice)
Reply #249 Top
With Immense maps, now, there should be a few options to assist in colony management in the late game.

For example, if I have an excess amount of coin, most of my colonies are building something, and I have 250+ colonies, I don't want to have to click the planet in the planet list, select the improvement I want to buy, and hit accept 250 freakin' times. That literally takes a half an hour or more.

How about some "purchase all current social productions for these improvements" in the governor screen, for example?