Improvements, asks and suggestions on playing many games on v1.61

Feedback on V 1.61

 

 

 

I have played several games on supernova galciv 4 and here is some of my feedback

 

 

 

First the game is awesome.  GalCiv 4 Supernova is the best of the GalCiv series and I love, love, love the revamped combat.  Love the economy and decay features with colonies – I feel you have the right balance.

 

Hopefully the suggestions below don’t change the feel of the game too much, I feel there are some points which need to be addressed to help with the mid and late game.

 

 

 

Most of my games were played on the largest Galaxy settings, max resources and max number of sectors and aliens.  Played mostly at Bright level of difficulty.  Played with all races.

 

 

 

Must haves:

1.       Improve ship movement speed.  Even in the late game, moving ships across the galaxy takes too long. Make the ship speed improvement technologies like double - it should not take over 20 turns to get from one side of the galaxy to another.

 

2.       Fix/Improve space station combat.  A single cruiser should not be able to take out a fully upgraded, max tech star base.  Give space stations much more hit points, and longer range with weapons.

 

3.       Planetary rally points – in the late game when you have fully developed planets – you need a way to help direct ships newly produced to the front.  Rather than doing this for each one – set a rally point so all new ships will go there.

 

4.       Battleships/dreadnaughts/carriers in my experience get developed too late in the game.  I love them, but bring them forward a bit sooner.  In most of my games – I have almost conquered the galaxy before I got the battleship techs (or anyone else)

 

 

Bug Fixes:

 

Probably more than I can list here – but here are some of the more egregious ones

 

1.       Negatives artifact abilities in your vault that effect enemy planets don’t appear to work – example of reducing influence or defense

 

2.       Some ships “disappear” from the UI (this is not the over-stack) when nearby planets – they are there if you click on the space they should be , but they appear invisible

 

3.       When you get the event of gaining knowledge through a monolith – rather than advancing knowledge it seems to lengthen thee time to develop the tech.

 

4.       Some of the ships in combat appear damaged (red spaces on their health bars in real time combat) but in the after action – end of the battle – it will show you took no damage

 

5.       When you load an old game , all star bases have an upgrade arrow, even though a star base is fully upgraded

 

6.       When you load an old game – starships which were given the ability to explore anomalies by a relic have lost their ability. 

 

7.       When you conquer planets later in the game – and want to start improving them – some of your basic tile improvements from technology that are common on your other planets are not available as an option even if  you have the tile space for them (and they are not 1 per galaxy or 1 per civilization)

 

 

Suggestions for improvement

 

1.       Need more resources in the game.  Even when you have max resources selected at the start and you own half the galaxy – some resources still end up in being in short supply.  So a modest 10-20 % improvement in quantity would be asked.

 

2.       Need an option to “kill them all” on invasions.  When you conquer a planet – you should have an option to kill all the current population or purge the non-species (other than your own race)

 

3.       Need an option in addition to tile expansion – but also improve the base stats of a planet permanently through technology

 

4.       Need a technology option to improve pollution – maybe differing levels – several different types of “clean tech”

 

5.       Need the ability to “repeat build” for certain repeatable tech or outputs.  Late in the game – after you have built all the tile improvements, many of the planets just end up producing money or modules.  Rather than have to click on them several times for a long Queue, have a flag to set them to repeat build until further notice.

 

6.       Can’t tell if this is a bug or not – but later in the game – planets seem not to be able to upgrade their base district levels.  Normally you can do this when you research certain tech – but somehow the game does not allow this later in the game – on newly colonized planets. Hard to reproduce but common in all games.

 

Thanks again for a good game-

 

 

 

 

 

1,967 views 2 replies
Reply #1 Top

Must haves:

 

1.       Improve ship movement speed.  Even in the late game, moving ships across the galaxy takes too long. Make the ship speed improvement technologies like double - it should not take over 20 turns to get from one side of the galaxy to another.

Let me explain why this isn't great, in my opinion.

Stardock probably gets a lot of contradictory feedback.  To some ears, double movement speed sounds equivalent to a galaxy that's half as big.  That's one issue I have.  Why is that a problem?  The world is big, especially compared to any military unit on earth.  The ocean is big, compared to any given naval vessel.  Space is really big, compared to your planet, starbase, or spaceship.  This is part of the immersion of the game, IMO.

Here's another problem.  Sensor power vs spaceship movement speed.  For some reason, some people really hate "sensor rafts" (I prefer to call them SWACS or Spaceborne Warning And Control System in my personal Gal Civ cosmology).  If someone's movement is higher than the sensor range of my ships, especially probes which in GC4 is as close as I'm allowed to have to these guys, that's a big problem. They seem to just appear out of nowhere and it's not clear how to defend against that.  Matching targets to assets is critical to winning for me.  Do you guys defend every planet with a large number of ships?  It seems strange and I think I'd lose interest in this kind of game pretty quickly.

It was pretty exciting in my recent game where (fighting early on) an enemy AI civ had movement 11 guys in their space vs my probes and I had to start escorting these guys for awhile.  It definitely made things more challenging.  But if they could do that in neutral space or MY space, I'd be in deep shit.  Even if I could theoretically move at that high speed too.  The challenge would be higher than my interest level, I guess?  You could allow massive sensor-range ships and super fast fleets, but I wonder where the fun is here.  In fact that already appears to be happening in the late game because I don't see much of anything that increases the sensor range of these guys and I'm getting several more techs that increase my speed, and the AI civs are too.  So my flagships are upgraded to 13+ sensor range in most cases.  It's less than ideal.

Maybe I'm missing something.

 

Reply #2 Top

Movement should scale with Tech and mid and late game.  As I mention above - I don't mind a slow pace at start - but when you are in the end game, there is no point in having slow ship speed - that "grind" is just off putting.  that's Why I suggest doubling the bonus for each tech leap in movement - it slowing increases the benefit without accelerating to end the end game, but still helps avoid the grind of flying ships across the galaxy.  Again - if you maxed out all the movement tech - it should not take 20 turns to move across the galaxy.