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Small GalCiv II updates?

Small GalCiv II updates?

Galactic Civilizations II still sells amazingly well. Both at retail and digitally.

As a token of thanks, I was thinking of working on an update in my spare time after I turn in the book manuscript next month. Are there any small updates you guys would like to see in there? Mind you, it would be just be me. On a couple of cold weekends doing this.

394,593 views 169 replies
Reply #26 Top

test

Reply #27 Top
  1. a-  add additional mega events.  (example birth of new star system)                                                                 b-  add an option to turn off certain mega events instead of all on or off.
  2. a-  add additional random events.  (example double income half research [trade off options instead of only money])     b-  add an option to turn off certain random events instead of all on or off.
  3. slower tech tree option
  4. make dread lords more difficult. (especially as you reach the top of the tech trees)
  5. Back in Dread Lords (before Dark Avatar and Twilight) Minor races actually expanded to other planets.  Once again give them the option to expand but of course at a much slower rate then the major races.  (right now they are but a bug to squash and they don't even have a bite).
  6. Add an economy bonus tile.
  7. more race pictures and logos.

Thanks for all your hard work,  

Seilore

 

 

Reply #28 Top

This reminds me that I need to buy GalCiv2 again. (Had the box until a move, but need to buy the expansions anyway.) Also an opportunity to say "thanks!" for producing such a kick-ass game.

It's not game play related, but I would love a better way to clear out old ship designs. By the end of a game, I'll have many versions of the same ship, with no difference but an extra gun emplacement or something. Deleting these one by one requires a lot of clicking. "Delete unused designs" or "delete all checked designs" would be a huge UI win for me.

More events would be fun, too. I like the flavour they add to the game.

One other UI related thing that may have changed during the expansions/patches already - IIRC correctly, when upgrading a ship, the top ship in the list was automatically selected. I don't know how many times I downgraded a fleet accidentally.

Can't believe GalCiv2 is going to be feeling the patch love again!

Reply #29 Top

 

Hi Frogboy!

It is really appreciated that you are willed to spend your free time on our loved game! :-)

I have few requests. Some smaller, some bigger, many unlikely that they will included – but it would be great if they are!

1.    Fix the glitch in the financial management screen on the economy tab: when you lock the distribution of military, social and science spending and play some turns, you will have same locks in place starting a new game. (so really a minor glitch)

 

2.       Improve the AI! (always good ;-) )

3.       Improve the balancing! (also good, but more difficult and time consuming. If you willing to do that the forum could      brainstorm with you for help and hints :-) )

 

4.       Improve modability:

I know, the modding comunity never really took off with galciv2 – unfortunately. But still, you can do some funny stuff with the editors. But few things are lacking:

-          We cannot edit the tax generating formula and also the unhappiness formula for the game

-          We cannot edit how much yield asteroids offer (and how strong the distance penalties are)

-          I REALLY would love to be able to group buildings on planets and ship modules and enforcing a limit of how much of the goup items I can place on the planet / ship (like how much engines, how much deflector shilds, how much super-killing-secret-weapon-of-mass-destruction I can place on capital ships or how much market places of any type [former tier as later tier] on a planet and so on). It also would be cool to have the option to limit certain ship modules to certain hules (so you can differentiate between fighter weapons and capital ship weapons and so on) It really would help to make few things possible that currently are not.

 -       Beeing able to adjust tech inflation for my games (e.g. turning it off)

       Thanks :-)

       Edit: seems like the forum software glitches when a text is imported from ms word with some formating done.

Glitch

Glitch ;-)

Reply #30 Top

You asked for small, I don't know if these fit or not:

- multiple constructor modules per ship

- multiple mining modules per ship

For both of those, maybe link to techs and make them progressively more expensive.

- Ability to ask allies to research a tech

Especially for races that lack certain things (i.e. farms for Thalans) simply waiting for an AI to research something is highly tedious and often results in simply giving the AI tech to limit their choices for what to research next. Maybe link this to having your research treaty as well to keep it from being too overpowered (can only direct research for one AI at a time).

- forgot to add a second for the recommendation to add a "upgrade all ships of this type in this fleet" button

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Reply #31 Top

It would be nice if this could be taken care of:

https://forums.galciv2.com/366363 (strange AI taunt behavior)

 

Here's something I suggested once that would still be very nice: https://forums.galciv2.com/366364 (ability to randomize some races in a game while disabling or choosing others)

 

Also, one thing I find myself doing often is switching between the Domestic window (for setting taxes) and the colony governor window (for seeing their effect on approval). It would be really useful if a tax bar could be added to the colony governor window, or the "lowest approval rating" could be shown on the domestic screen.

 

Just suggestions!

Reply #32 Top

Please do Brad! Please DO! :rofl:

Reply #33 Top

Ability to ask allies to research a tech

Especially for races that lack certain things (i.e. farms for Thalans) simply waiting for an AI to research something is highly tedious and often results in simply giving the AI tech to limit their choices for what to research next. Maybe link this to having your research treaty as well to keep it from being too overpowered (can only direct research for one AI at a time).

No idea whether the idea is 'small,' but it's brilliant. (I also heartily second the module-stacking ideas.)

Reply #34 Top

 Agree/second the following:

- Module stacking for constructors

On the civilization manager - Colony management screen:

- Add a button to be able to switch focus for all your planets instead of having to do them all individually

- Add a button to be able to buy ships or improvements with just one click (as per AG3's suggestion). It saves clicks when you play on big maps with alot of planets.

- If you scroll down, keep the planet list scrolled down instead of always going to the top (actually, this aplies to any list in the game) 

All I can think of for now. Thx for the continued attention and hope all is going well with the creation of elemental

Reply #35 Top

Somehow this one didn't get mentioned yet: Add a global toggle to disable auto-upgrade of improvements.
Perhaps the auto-terraforming toggle can get a global switch as well, while you're at it, but that's somewhat less annoying.

Ideally that single fix would be backported to DA and perhaps DL, but anything is better than nothing.

-

Additionally, please look into the tech inflation changes that were made from DA to TA; many of us (but not all of us, apparently?) have had ridiculously large research inflation in TA.  If not changing the mechanic, a hard cap on inflation, as exists in DL/DA, would be a Godsend.  I've had techs wind up costing 6 or 8 times as much as they do originally.  (Who knows, maybe there is a hard cap and it's just so high I never reach it.)

This inflation issue is really the #1 reason that I haven't migrated to TA full-time.  It's also not fun to pin down, at least from this end.

Reply #36 Top

The usual fix, please...

Surface Tiles should match their description with the "pictures" when cycling through planets! :grin:

Reply #37 Top

All I would like is improved AI performance in building, colonial expansion, and fighting in whatever way you can.  Thanks for coming back and improving an already great game.

Reply #38 Top

There are 2 things i would really want:

#1) AI getting better

#2) Multible contructor modules on 1 ship.

thanks

Reply #39 Top

Could we launch colony ships without civilians? Sometimes I'm shuttling people from a full world to a less populated world and I'd like to not need to put "1" on the ship just to send it back to pick up more people.

Reply #40 Top

Some more stuff;

1) When naming your custom civilization's homeworld the game also assigns the name to the star your planet is orbiting. Seems illogical. Our star isn't named Earth too now is it? Custom race's homeworld name should only affect the name of the planet.

2) Would like to be able to fight against all factions in a game. Right now I can fight all but 3 races. Though upping it by two would suffice because I'm usually using the Terran tech tree and thus not really want them in the game.

3) A scenario where you can invent (or have) every technology from every race so you can build any improvement/trade good/galactic achievement. This includes the technologies from all three ethics too.

4) On the Colonies tab in the civilization manager I would like to see the influence of a planet.

5) In the research screen, when selecting a phasor (1 to 7) the selection does not line up with the dividers.

Reply #41 Top

Super Projects should be rebuildable.  For example, if my Political Capital planet has been occupied by enemy forces I should be able to choose a new planet for a Political Capital.

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Reply #42 Top

Quoting Maiden666, reply 41
Super Projects should be rebuildable.  For example, if my Political Capital planet has been occupied by enemy forces I should be able to choose a new planet for a Political Capital.


+1

Reply #43 Top

Quoting Maiden666, reply 41
Super Projects should be rebuildable.  For example, if my Political Capital planet has been occupied by enemy forces I should be able to choose a new planet for a Political Capital.

Only if that also means that they're also always destroyed during a conquest. Otherwise, I suspect someone in the Millionaire's Club will figure out how to bring traditional Hyperion Shrinker farming into the age of industrial agriculture.

Reply #44 Top

just imagine how powerfull thalan would be with this, just lend you planet to an ai player build your super building, rebuy or reconquer it..rinse and repeat

Reply #45 Top

Smaller farms, rework of the useless food distro center. And whatever else we get is cool too.

Reply #46 Top

add additional mega events. (example birth of new star system)

No, No, You are thinking too small, a Super Nova that takes out 1 or 2 star systems, hopfully it's not yours. O:)

 I do like it your idea as long as is it has a purple sun in the new star system.

If you scroll down, keep the planet list scrolled down instead of always going to the top (actually, this aplies to any list in the game)

Yes, that is what I was trying to say. :beer:

I suspect someone in the Millionaire's Club will figure out how to bring traditional Hyperion Shrinker farming into the age of industrial agriculture.

Shhhhhhh  be quiet!  I am not in the club yet but that would help. :-"

No Mercy! No Respite!

Saint Mina of Ophelia VII of Order of the Bloody Rose of Orders Militant of Adepta Sororitas

Reply #47 Top

Quoting Maiden666, reply 41
Super Projects should be rebuildable.  For example, if my Political Capital planet has been occupied by enemy forces I should be able to choose a new planet for a Political Capital.

In theory, sure, but this is incredibly abuseable, and you and I both know it.

1) Build super project.
2) Trade planet to ally.
3) Build same super project on new planet.
4) Trade new planet to ally.
And it just goes on and on until...
9999) Trade for your planets back-or invade.

We really don't need a galaxy with ~500 shrinkers.  A huge hull with 11,000+ space?  Are you shitting me?  20,000 attack single ships without any bonuses?  Maybe that's the Peacekeeper's secret...

And as if that wasn't bad enough...
Put them all in orbit around SCC planets, because that's an SP, too...

Reply #48 Top

Econ tile bonus would be good.also give pirates a bigger role..ie in evil/leaning towards evil empires they spawn up and set up asteroid bases and conduct raids on freighters/trade routes and player colony worlds.

Reply #49 Top

Could we launch colony ships without civilians? Sometimes I'm shuttling people from a full world to a less populated world and I'd like to not need to put "1" on the ship just to send it back to pick up more people.

Or as an easier fix, eliminate zero as an option when launching. Make 1 the minimum number the slider goes to.

Also, add an option on the pop up for surveyors and miners: when we get the pop up about them shifting to standby, give us the option to stop auto altogether. I have having to go through the ship list to find the miners that are on standby, especially in the middle of an Immense game where I might have 100+ of them running at once.

And thanks for giving us hope for some new goodies, I finished an 800k+ game today, now I have to decide to start a new one or wait for a patch... X|

Reply #50 Top

Economy Tiles  (+100%, +300%, +700%): +1

Progressive Multiple Constructor Modules per constructor (+1, +2, +3): +1

Progressive Mining Modules (less time to build 25%, 50%): +1

Scaleable Hull Sizes: +1

Also, when reloading a game I notice that Influence on the main map has to reset and then build back up. Why can't this be a savable value? I have lost Planets and Mining Stations due to this.