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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

734,277 views 274 replies
Reply #176 Top
Quicky summary (cuz, i actually DID read this whole monster thread, also!)

In a random order:

1- Espionage (as announced, but *sooner*)
2- MCC (can't really go against the vast majority)
3- Events (multiple ideas -- Ethics, Settings, Optional sets, Balancing)
4- Balanced Trees (Correction to some races "flaws")
5- Constructors (Reducing some of the terrible Micro-managing)

6---- Many_many_many pluses, sooooo diverse & yet, rather simple to fix. Most relate to Interface, add-ons, text, missing items, etc.

One more thing though, there has to be a whole bunch of other players who have yet to chime in & they may just have some key supplemental thoughts... but, early June being a sort-of pre-determined 1.93++ version target date i feel this is going to get even wilder in the very near future!
;)
Reply #177 Top
I don't know how major of a change this would be but...

For the addition of some diplomacy into the game, it would be good for you the see what the next UI vote will be a week before it happens. Then you can use the trade screen to try to get you allies to vote with you, or vice versa. I think this would also add to the value of having allies rather than just for winning a political vicory.

Also, it would be a nice addition for there to be a "president" of the UI, perhaps automatically chosen by popularity. The president will get to chose what gets voted on at the next meeting. Perhaps picking 1 of 3 topics. Maybe even a boost in tourist income during the term.

Reply #178 Top
One of the bigger problems with the economic system is how industry relies on money. This is made worse by the new tech trees. For example, the Drengin and Korath have all these badass industrial improvements but can't use them without money, which they are way short on. THe Torians and the Krynn, can set their own pace of industry and can finance it because of their economic bonuses, making them the mose powerful.
Reply #179 Top
I would have to add a 6th option... constructor options for starbases. If we could build ships with multiple constructor pieces. That would be fantastic.
Reply #180 Top
Hello,

i would like to see:

1. A fleet based range/support module to build tanker style cargo ships

e.g. Fuel generator, cost: 70, size: 20, +50% Fleet range

2. A fleet based repair module for specialist maintenance ships

e.g. Repair bay cost: 70, size: 15, +10% repair

3. A new weapons ability: capture ship

Description: If the weapons damage destroys the targeted ship, the ownership of the otherwise destroyed ship will change to the attacker

e.g. Boarding shuttle, Missile type weapon, Damage: 1
e.g. Assault shuttle, Missile type weapon, Damage: 1, Ground attack bonus: +10%
e.g. Beamer (like scotty beam me up :) ), Beam type weapon, Damage: 3

Optionaly this might require the weapon carrying ship to have troops on board, but after all, there is no concept of ammunition in galciv2 ...

4. A ship component for attack/defense bonus for x rounds/only first on strike

e.g. Missile Pods, +200% Missile damage for the first round of combat, cost:40, size:15

e.g. Offboard Capacitators, +100% Beam damage for the first 3 rounds, -10% Defense, cost: 150, size: 5

e.g. Stealth missile, +200% Missile damage only on first strike, cost: 150, size: 12

5. A component which interrupts/ends combat after x turns

e.g. Emergency booster, drive speed: 1, interrupts combat after 5 turns, cost: 100, size: 30


And finaly a word on the campaign ... I was just a bit disapointed ;-) I was able to win very fast by using always the speed +2 ability. Only the 'get ally' mission took a bit longer. The last mission took me only 13 turns :-( My allies provided me with everything i needed in the first round ! The rest was a simple buy ...

Sorry for bad spelling, i am no native english speaker  :) 
Keep up the good work !
Reply #181 Top
1. Constructors require far too much micromanagement. Starbase construction and upgrading desperately needs to be streamlined. Perhaps we could be allowed to put multiple construction modules on vessels for repeated use, or they could function like space miners

2. #1 is important above all else. See #1.

3. Special events (not necessarily the super-duper-mega-events) would spice up the game more if they were more frequent

4. Make it possible to add all races to a game. What's the point of an Immense galaxy if you can't fill it with enemies?

5. Reserved for a later suggestion
Reply #182 Top
Hello,i would like to see:

1. A fleet based range/support module to build tanker style cargo ships
e.g. Fuel generator, cost: 70, size: 20, +50% Fleet range

2. A fleet based repair module for specialist maintenance shipse.g. Repair bay cost: 70, size: 15, +10% repair

3. A new weapons ability: capture ship


I like these a lot.

Reply #183 Top
How could i ever forget this one...

0- (Yup, ranked Zero since i believe it is of the utmost importance)

Ocean is not a Mountain, the queries and texts usually never match!!!

This has been around for a long time - even more so than the Evilish toy gizmo known as MCC which everybody seems to miss sooooo much.

When i click on a surface tile, i expect it to make sense both how it graphically cues me on a potential Yellow-Orange-Red to terraform later; it may be a swamp, a Jungle or a Tundra - i really don't care.
But when the picture shows me a FootHills - it certainly isn't water either.

Fix that, first. Then we'll have a bunch of buildings worth placing on the continual self-replicating Prairies (btw, could that be fixed too?).
The all new planetary images may flip, swap, offset all they like - when i see a polar region Wasteland corner_bottom_left and the side box is telling me it is an Ocean again - i get nuts.

Total chaos of a mind wreck and, i really wonder why hasn't anyone ever mention that before.
So slot 0 - filled up.
Reply #184 Top
Sorry for the late response and please excuse me if these ideas have been addressed already:

1) There is a Fleet key already, but it only works if you have selected units to combine. Now, if we can just have it or another key bind that fleets EVERYTHING in that 1 space. Obviously when a fleet reaches its limit, it'll start a new one. There's already some sort of code for this with the waypoint fleet option. I'm wondering if those code could save you a lot of time?


2) This is a tough one, but the ability to set our own key bindings. I use the middle mouse button to communicate in ventrillo and or any other voice communication setup. However, I cannot change the middle button to nothing. Most game developers skip this small thing. I'm not saying set up key bindings just for me. I'm pretty sure others would love these options :)

3) A side info window? I'm sure I am not the only one that has a lot of real estate space on our widescreen monitor. It would be nice to setup custom side panels for info. For instance, I love having the F2 window up to view whats in production and soon to be completed and as a general all around planet selector. It would be nice that this window can stay up through everything, even after technology update events. I know that it at times can exist through dipomacy windows, but that is not the same thing. Plus it is overriding the left side of the diplomacy window.
Another side window option could be a slider bar windo for our economy. Let's face it, one of the strategy of a fine tuned economy, is constantly changing allocation for tax, industry, and the 3 sub catagory (research, social, military). It would really be nice for us if we dont have to go into that specific screen everytime we want to micromanage our sliders.
I'm sure there would be other usefull side screen ideas on this one, but those are the 2 that have taken up a good amount of my own clicking.


4) Adjustable AI colors. I love making my own custom race, but there's very little room for independent color. Since all the races cover a lot of distinct colors. It's really a hard time to choose a color that 'I' the player like. If we were able to adjust all the other race's color, we could make them as dark, bland and pastely as we please :)

5) If there is no feature yet (I dont bother with the whole online scoreing process) pleaes add the ability to import other's custom ship design. That way, we can all get access to so much wonderfull and imaginative ships out there ;)

6) The option to play without any diplomatic feature. This way, we can just play to conquor and such. Also, add a toggle along with this feature to allow them to do their usuall AI diplomacy stuff without bothering the player.

7) Stream line the enter key. Make it, so that I can just spam enter to move forward. The lest I use the mouse to click done/next the happier we are :D Also, if you do not implement the above idea of a keybinding window to rebind keys to our heart's content, then pleaes add a way for us to bind an extra next/done key besides the two enter keys. Some of us have grown up with our left hand on the left side of the keyboard, not the middle or right side. I WOULD be using my right hand, xcept for the fact that a bit of the micromanagement requires the mouse for adjustments/queing/selecting.

8) hahaha no more!! Sorry, couldn't resist adding this to scare you guys ;)

Thank you for your time reading this, and thank you for making such a fun product, that me and a few friend are proud to have supported.
Reply #185 Top
As far as constructors go, I think I read somewhere that the whole ship gets deconstructed to add modules to the starbase. I would suggest therefore that the more expensive the constructor is, the more modules you'd be able to squeeze out of it. This means you can give them decent engines, hull upgrades and weapons if need be, and get your value for money back when they dock at the starbase.
Reply #186 Top
Hello,i would like to see:1. A fleet based range/support module to build tanker style cargo shipse.g. Fuel generator, cost: 70, size: 20, +50% Fleet range 2. A fleet based repair module for specialist maintenance shipse.g. Repair bay cost: 70, size: 15, +10% repair3. A new weapons ability: capture ship

I like these a lot.


Same. I think they are very good ideas. For the capture ship, you'd have to have some special conditions though. No tiny or small fighter could capture a ship, since there would be no one to take over it. Either the ship would have to be of minimum size, presuming a corresponding crew, or some troop ship would have to be right next to it at the very least.
Reply #187 Top
Everybody wants the MCC as it is supposed to be, right? Let's all chant in tandom and harmony; MCC, Mind Control Center, Flip, repeat as often as you wish - but...

How 'bout these two, somehow less important but still suffering from a typo +OR+ purposely given the boot by some thoughtful PlanetaryImprovements.xml (!--writers--) ??

7a) Hyper Distribution Center requires *Cultural_Conquest*
7b) Galactic Stock Exchange wants *Advanced_Trade* as a techrequirement.

Btw, has anyone ever enjoyed the advantages they provide WITHOUT rewriting their own PI.xml copies - besides me and/or someone else?
This is suddenly turning out to be a process of elimination and of superfluous tiny details exposed.
:)
Swimming in the Himalayas, yours truly,

-Zyxpsilon.
Reply #189 Top
I think some people are a little disapointed with the ground invasion screen.Personally I like the new screen but the blinking flags don't do much for me.I think it would be more fun to watch animated icons of tanks, ships, planes or other military vehicles rather than flags. An example of this would be the game Defcon
WWW Link
This approach would also maintain the feeling of watching an invasion in a war room which I think is the look you guys are going for.
Besides things that go boom are always more fun to watch.
Reply #190 Top
Is there a way that we could have an addition somewhere, probably near the list of rally points, that lists "points-of-interest". That is, points on the map that the player can pick and add to the list and then edit a comment about.

On larger maps its easy to lose (forget) the location of some resource (especially early in the game when you're building colony ships and want to wait on constructors), enemy planets with capitals on them, your on starbases etc. An example might be "Drengin tech capital" or "economy starbase to be completed" or even "good location for a starbase".

My idea is just that I can see my list and be reminded of where things are. What i do now is rename AI planets that i find capitals on. But even then I have to remember where I saw them.
Reply #191 Top
Ooh! Ooh!

Erm... pwease pwease pwetty pwease zoom-to-cursor functionality?
Reply #192 Top
I too would like to see a more beefed up ground invasion. With specialized troop’s graphics showing up as you research them and some sort of graphic showing that you have the Tir Quan centre. Call it nuts but I am sure that I am not in the complete minority on wanting to see graphics as you conquer and annihilate your enemies :)

I think that seeing different alien graphics as you fight on an updated old invasion screen fusion with the new one would rock this game…


Reply #193 Top
1) Move the warning window of asteroid bases switching allegiances to the GNN news window. Especially on larger maps the fickle nature of these bases becomes more like a turn-based spam rather than useful information. ;)

2) Life as a diplomat would be easier if you already greyed out what you could get for a given amount of money, tech or planet. If this would update itself after you make a change (say, you give planetary invasion and got Xeno Farm technology, it greys out everything else but 100bc because the AI doesn't want to go any further) if would be really user friendly.

3) Whenever the Drath are in the game, wars break out every other turn, even between nations who've never heard of each other and even if the Drath haven't met said target. I'm willing to live with the fact that a race of good and humble dinosaurs fulfills the role of malicious instigator but I feel they should at least have met the object of their ire. And it would also be nice if they didn't exercise their super ability just because they can; they should aim it at real opponents.

4) Sometimes (quite often actually) the UP votes on issues that are pet peeves of the developers such as retreating your ships to neutral ground, waiting at least a week before hostilities start,...
While I like those rules, it's a bit of non-sense when every single AI will vote 'yes' on each and every one of those proposals, regardless whether they're peaceful or blood-thirsty, strong or weak, fast or slow. Either enforce them to begin with (perhaps as a condition to join the UP) or give the AI a real chance to consider the vote. For a game that prides itself on having lots and lots of options (and rightly so), this kind of railroading stands in stark contrast.

5) The space combat model boils down to two points of consideration:
-- A)having enough attack value to wipe out your opponent at least as fast as he'll wipe you out.
-- B) Having a bigger number in the denominator fraction of the HP value.
If you can fulfill these two conditions, your ship is pretty much invulnerable. Invulnerability fields (tm) don't really come into play. ;)
Reply #194 Top
1) Constructor revamp (either by going the Miner function route or multiple module route).

2) Ship designer outside the game.

3) Longer names for custom ships.

4) Ability to edit planetary tiles and tile occurance percentages.

5) Ability to edit (or at least influence) UP topics.

Thanks!
Reply #195 Top
Please have the notification that a planet has flipped to your side NOT pop up during the end-of-turn notification while you are in the middle of clicking on your own planets. It gets confusing.

Also can the planet flip event be added to the existing list of events?
Reply #196 Top
0) I've long since given up on this, but I would really really really really really really like multiplayer play of GalCiv2... friends and I still play Master of Orion 2 to fill this role and it's so depressing when I'm showing how spiff GalCiv2 is... and we can't play against each other.

1) Make the ship arrival/upgrade times viewable without having to zoom all the way in. (Maybe a little '2' for 2 turns beside the endpoint designater?)

2) Become far less mouse-heavy - this actually hurts (mainly cause of the poor positioning of my mouse), but I'd really like a lot more keyboard shortcuts (and consistent ones! Is it Escape, space, or Enter to clear THIS particular box? (personal preference is 'Escape should always take you one step closer to the main screen, and Escape off main gets you the game menu)) Someone earlier mentioned configurable ones which would be great. Specifics:

- Keyboard shortcut for Upgrade Ship (Oh, and can we get an 'Upgrade all ships of this class /in this fleet only/ option, or be able to select multiple ships for upgrading? Upgrading all 40 of my medium-sized hulls is a little pricy, and upgrading all 6 in this fleet takes bloody forever one-by-one)

- Be able to type waypoint names when setting them. I use waypoints like F1 (Fleet 1), F2, C1 (Constructor 1), T1 (Transport 1), etc. Being able to type T (set waypoint), T1
Reply #197 Top
1. make the UP interesting. have early data available on topic and likely voting outcome for each race, make those have diplomatic values so you can either sell your vote or buy other votes.

2. make espionage meaningful by giving it other than pre-invasion sabotage functionality. also give it diplomatic repercussions.

3. make it easier to turn off autoupgrades, so we can get industrial tech for the starbase improvements, without being blighted, by non-cost effective "upgrades"

4. fix the tech tree issues. and the tech cost increase bug. Also revert to the old invasion screen, seriously.

5. ponies for EVERYONE!

Love your game, and your corp,

Rabe


Reply #198 Top
If I could pick one thing in GC2ToA to change, it would definately be three way wars; meaning wars where A is at war with B & C and B is at war with A & C, and C is at war with A & B.

In my campaign last night, the Krynn declared war on the Drengin because they had been "the aggressor against the Iconians". Then either later that same turn or the next, they declared war on the Acrean saying that the Acreans where the aggressors against the Drengin. The Iconians where allied with the Acrean so they declared war against the Krynn. There's no way a civilization or nation would go to war to protect the rights of another, but end up at war with them at the same time.

I think the basic WWII situation is relevent here. The Western Allies, Nazi Germany, and the USSR are all enemies. But if they all end up at war, two of the three will either ally or at least not war with the other until the common enemy is defeated.
Reply #199 Top
1. Add to the Editors a Ship Editor. Allow us to build ships without entering the actual game.

2. United Planets: Be able to submit proposals similar to MOO3(only good thing in that game). Also allow us to abstain from voting.

3. Go back to the old invasion screen or combine the two. Have the cinematic display above combined with the armies attacking each other on the bottom from the older version of GC2.

4. More Jewelry.

5. Thanks for a great game; Nuff said.
Reply #200 Top
1. Make it so, that a modder can assign some hardcoded abilities to techs triggering an event, eg. UniversalTranslator, GovTechs, OrbFleetManager etc ...
2. Make it so, that a custom race does not inherit techs from the default techtree, when no techrequirement. Same for PI,GC2Types etc...
3. enable spying/Influence(=harder to flip) on minors
4. expand the idea of asteroidbases, as you planned, I think :)