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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.

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Reply #51 Top

Quoting GW, reply 43
...someone in the Millionaire's Club will figure out how to bring traditional Hyperion Shrinker farming into the age of industrial agriculture.

GW...so cynical.  Who would ever think such things?  Oops.

Reply #52 Top

One thing that bugs me is the fact that if you destroy a colony, the planet becomes uninhabitable.

Perhaps there could be some branch of research the would reduce the amount of pq you loose?

Reply #53 Top

If you don't want to destroy a colony, then why not invade it?

Reply #54 Top

how can you destroy a colony besides death stars?

Reply #55 Top

@djcityscapes; you should read my post again, you misunderstood it.

@tesb; In the colony's screen, under the list of improvements is a button called 'details' press it and you should find an option to destroy your colony.

Reply #56 Top

Oh, I get it now (I think).

The action to destroy your own colony and the desire to leave it habitable seems to be contradictory. Btw, can you destroy a colony with Galactic Achievements on it?

Reply #57 Top

You can destroy all colonies that way; even the ones with galactic achievements and trade goods upon them.

Reply #58 Top

Quoting tesb, reply 54
how can you destroy a colony besides death stars?

In the planetary view press "details", there is a button "destroy colony" (under the "Governor", and "make homeworld" button). It transforms the planet instantly to a PQ 0. In certain tournamnets/ campaigns this is actually pretty usefull, because you can create a "void" zone between yourself and a superior enemy.

In the manual it is stated that at higher intelligency levels the AI will destroy a colony when he can't hold it, but I've yet to see this behaviour.

Reply #59 Top

That's interesting since we can't decommission them individually.

Reply #60 Top

Allowing  constructors to build more than one module..its a drag building lots of constructors to beef up critical starbases.

I wholeheartedly agree with this one.  That is small, but that would be SWEET!!   That opens up tons of economic options after you've researched some Miniaturization...do you get the Tiny Hull with one module, or the cargo hull with two?

Reply #61 Top

Quoting tesb, reply 54how can you destroy a colony besides death stars?



In the planetary view press "details", there is a button "destroy colony" (under the "Governor", and "make homeworld" button). It transforms the planet instantly to a PQ 0. In certain tournamnets/ campaigns this is actually pretty usefull, because you can create a "void" zone between yourself and a superior enemy.

In the manual it is stated that at higher intelligency levels the AI will destroy a colony when he can't hold it, but I've yet to see this behaviour.

I thought I was playing on the highest Intelligency but never had AI do that and that would blow my mind.  

What about OoM bug error? Play three turns and then get a OoM at the end of the turn when saving. Rinse and repeat.

Reply #62 Top
Some comments from me.
----

Allowing  constructors to build more than one module..its a drag building lots of constructors to beef up critical starbases.


That would be useful, but what would happen to the excess (extra constructor modules not needed)?

I would like to see a new option in the Upgrade dialog that would let us Upgrade All Ships of This Type In This Fleet Only.


This I would find useful. It would save on plenty of mouse clicking.

- Ability to ask allies to research a tech


That or let us to research the tech for them (and maybe let us keep a copy for ourselves). I find it annoying trying to wait for the AI to research a tech that I find useful and would trade for, but the AI keeps ignoring it in the first place.

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.


I'm against it. There used to be this issue where you could never capture another civ's capital. They would always move its capital to another planet, replacing the old with a generic colony improvement. The only way you could get their capital was to capture their last planet, or to get them to surrender to you.

One thing that bugs me is the fact that if you destroy a colony, the planet becomes uninhabitable.

Perhaps there could be some branch of research the would reduce the amount of pq you loose?


Thats how things used to work (without the tech). When you abandoned a colony, the planet itself would only loose only 2 point of PQ (a class 10 would become a class 8). I believe that it was taken out because there was some exploit with it. I think it had to do with PQ bonuses and abandoning/recolonizing until you boosted a planet to a class 72. That was a long time ago so I could be very wrong.
Reply #63 Top

I have no idea why my last post turned out like that. I can't seem to edit it in a manner to fix it.

Reply #65 Top

So true

Reply #66 Top

Another maybe-not-small idea: Have the AIs update long-distance destinations periodically.

(I'm currently watching swarms of constructors come from nearly halfway across an Immense map to try to claim a resource node I've held for many turns. Having a constructor arrive & pick a new destination doesn't seem to do anything for the ships behind it in line.)

Reply #67 Top

Please fix the Secret Police Center. As it is now, it is totally unuseable. We want happy people!:)

There are also a number of other Supers/Wonders were I doubt their actual usefullness.

Not sure I remember all now, but this Galactic Guide Book is one of it. It'll save you 45mp per SurveyShip after been built. Wow, I mean, how many SurveyShips do you have to built to even get your cost back from the build of said Wonder, 9 ships!!! Plus, by the time you'll have this Wonder no anomalies will be found in the galaxy anymore... It's actually one of the first thing everybody does to get Surveyors en route - be they cheap or expensive. Maybe this wonder could simply enable all ships (regardless of any module) to explore anomalies.

The Temples of Good/Evil are worthless, but utterly expensive. Trade is just very limited, and comes to halt almost always when the conquest begins.

And some of the descriptions of Wonders/Supers/Trade Goods could be be written better. Especially among new players (your probable future GalCiv3-clients) there is often confusing as to when such a building will bring a civ-wide or only planetary-wide bonus, the Omega Research Center is such an example. I think those texts could be easily fixed. The ASC's is vague - it's like buying a cat in a bag.....

Reply #68 Top

Like the Sensor Array says you can use this just one so I did but later by mistake I put two then OH you can put more than one, OH GREAT :rofl:

Reply #69 Top

Providing a drop-down or pop-up selector for the sort order of the Planet/Ship List (as I previously described in this post: https://forums.galciv2.com/373686) would seem to be a minor change that would be a nice improvement to the UI.  Granted, I've only recently begun playing this game, so there may be far more important things that people who have logged countless hours of playtime would request, but in my short time with the game, clicking through the 30-or-so sort options to find the one I want is one thing that has jumped out at me as being an annoyance.

Bill

Reply #70 Top

I couldn't find the thread earlier... so here it is! Slamming the game away. :beer:

Seriously, there's tons of really good stuff (and suggestions) in that one -- too.

Reply #71 Top

I don't know much about how the game is coded. But a game like this still having display bugs really irks me.

 

1: Fix the displayed values, if a bonus is listed as a %, then it better be a %. Many bonuses, like sensor range, engine speed and trade routes should be displayed as an absolute bonus, but are not. This fix should apply to the tech tree notes, building bonuses, planet details tab and race summary tabs.

 

2: Hardcoded different rules for AI and human players (regardless of difficulty) : https://forums.galciv2.com/361996

"Automated survey human flagships are not affected by fog of war."

 

3: Fix the summary tab - currently it does not display bonuses from random events, morale events, moons and such making it pretty useless for evaluating your production and research. You have to go to the planet details screen in order to view them.

 

4: Keep the ethical random events (from colonising a planet), even after choosing an alignment (researching Xeno Ethics)

https://forums.galciv2.com/361338

 

5: Reduce micromanagment by fixing the rush buy costs (it should never be cheaper, overall to pay in installments)

https://www.galciv.wikia.com/wiki/Rushbuy_costs

(Currently is is cheaper to use Terran Manufacturing if remaining production is 28 units or less)

 

6: Don't make colonies pay for wasted resources (assuming this is still true)

https://www.galciv.wikia.com/wiki/Military_production

"Excess military production (production over price of the ship - e.g. ship costs 40MP, planet produces 200MPs, so excess is 160MP) is lost, but player still PAYS for it."

 

7:Fog of war not reforming

https://forums.galciv2.com/362185/get;2354998

 

8: release a summary of how tech depreciation actually works, there have been many threads guessing this - but there is no consensus.

 

GooglyBoogly

Reply #72 Top

- Giving constructors a command that makes them find and go to the closest starbase they can put a component on, so I don't have to scroll all across the map to find the ones that got new slots after a particular tech was researched. Come to think of it, I'm not sure if they can't do this already, but at least I didn't see it the last time I played...

This Please :)  just got the game recently, and this seems like it would be helpful to me.

Reply #73 Top

I don't think I would use that feature.   The developer would have to find not just the closest starbase, but the closest starbase that has upgrades available.  Plus you have to count the # of constructors already headed there.    And the worst part:   it has to have upgrades available that I am actually interested in.   How is the developer ever going to know?

Reply #74 Top

Well, everyone seems to have minor pet peaves with the game, many of them being lack of buying the most recent game, TA. I would like to petition you, dear frogboy, to fix the ill-formed editing tools that were generously given with TA. The only reason I even bought that expansion was because it loftily claimed and easy and accurate way to build custom races. The all too well known problem of the tech tree missaving the adamantium's prerequisite for the tech below it would take maybe a fivve minutes of coding to fix. What really annoys me though and might take a lot more time, is the fact that when one changes a custom races ship style and color at the pregame screen, it changes all other races colors and ship styles, making it impossible to use my wonderful imperial, rebel, romulan, etc... ships and races in the same game. Also the component editor has a saving problem that isn't the same as the tech tree issue but seems to have the same effect when I load a mod with custom components into the game. It is conjecture to be sure but I think maybe this editor was not properly beta tested or perhaps added late in developement but I did pay for it and would like some repairs if and when you have time.

My Sincere Thanks,

Lord Viticus of Dranin III

Reply #75 Top

It would be great if it would be possible to limit your own space only to friends. I mean that you could choose whom would be able to enter your space without problems. So you could close your space for anyone else than your Ally.

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