GalCiv IV: Supernova Wishlists for July 27

I'm eager to test a new strategy with all of you. Our main goal is to prioritize the most important improvements to our early access build.

I'm looking for your input on weekly enhancements. We need to focus on changes that our team can realistically make, test, and release within one week's time.

Could you please suggest up to five enhancements you'd like to see made for next week? These could include modifications, fixes, or adjustments. Remember, no more than five suggestions, please!

32,376 views 18 replies
Reply #1 Top

I just have one for now but I'll probably get a lot of grief for it but here goes, I think the probe should not be immune to the space monsters. That is the reality of exploring space and it's dangers it holds. I like cautiously approaching a new star system and trying to avoid the dangerous monsters that might be guarding it or a slipstream or resources. I noticed many of them have 2 sensor range and I might get away with them killing my probe if they don't move my way during the next turn. I can then get the heck out of there with it's moves. 

Reply #2 Top

Just had another thought to the one above. Maybe there could be an anomaly that would give any ship immunity to the space monsters.

Reply #3 Top

Guard command. Fleet stays idle until I give it new orders.

Better rally points. In GalCiv 2, I used to assign multiple planets to send their built ships to a rally point. The ships could join fleets and would sit there quietly until I go select them. I could also press t to order a fleet or planet to go to a rally point.

Show destination of ships when no fleets are selected. Leave a marker like in GalCiv 2. Show how many turns are needed before they arrive. Helps with managing multiple fleets.

Ship management improvements. I want the ability to select a fleet and select a group of ships using shift or ctrl + a. Its a real pain to select 64 tiny hulls using the current system.

Ship design management improvements. I think there should be a means to unobsolete ship designs, import ship designs and templates.

Reply #4 Top

- Combat Rating needs to go the way of the dodo and return to displaying weapon and defense icons. At the very least this needs to be dps stat.  I don't want to shift click tooltips on every single fleet especially since this value is meaningless to combat strength. This is also a major complaint from many players because it causes confusion when you have say 14 combat rating and 400 hitpoints and you get wiped out by a fleet with 12 combat rating and 9 hitpoints. I know the argument is your still working on combat but we need something in the meantime. 

Damage for phase is fairly easy. I know your all more than capable of the math but it's just this

avg(1, kineticAttack) * kineticAccuracy / kineticCooldown

avg(1, beamAttack) * beamAccuracy / beamCooldown

avg(1, missileAttack) * missileAccuracy / missileCooldown

Sum these three values and display as weapon dps. 

- Rally point button without having to click a shipyard or a ship to click another button and hotkey to go with it. I like the T one that Divine mentioned. 

- Shipyard screen. to have population and stored good without having to shift click UI. During my colonization and constructor phases  I'm having to again hover over every planet on the shipyard screen to see if I have population. Or I need to clear my production queue to get an idea of how much production overflow I have. I can understand not having too much on the screen to avoid over complicating the UI, but there is a significant amount of time spent diving into some of these tooltips. 

- Ability to turn off the AI generating ship designs in the options. Every time I unlock a new ship class I need to go into the ship design list and remove all the default designs. 

- a control on settings to control movement speed of ship animations. Another user brought this up and I really like it. Fast Movement is jarring due to ships teleporting, but the base ship animation is SLOW. I would like a slider to adjust movement animations. This will also speed up late game movement while retaining the ability to watch when an AI enters your space. 

Reply #5 Top

Not sure if these are realistic or not for a week works, and some you may already have planned or working in your internal builds, but here it goes.

1. Balance suggestion: Increase the range of the starbase missile and beam volleys: a. to be as big as the Area of Effect (which btw can be upgraded with the proper techs) and the beam volleys to be half of the Area of Effect OR b. twice as big as the current range OR c. have the starbase techs that increase the Area Effect of the starbase also increase the range of the volleys (+2 for missiles and +1 for beams) OR d. give us the option to be able to mod it.

2. Allow the Ultra Terraformer to be built more then once OR make it so we can mod it to be built more then once

3. A way to swap minister around without having to unassigned them and thus loose loyalty (like just swapping two ministers with each other by placing one on top of the other)

4. A way to delete unwanted orbital upgrades (left click on the icon bringing up a small option menu like the one we have in the shipyard with the option to remove the upgrade)

5. I second Illauna request for a variable ship animation speed option. I actually went looking for that option not long ago in case I had missed it.

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Reply #6 Top

Quoting Draver, reply 5

Not sure if these are realistic or not for a week works, and some you may already have planned or working in your internal builds, but here it goes.

1. Balance suggestion: Increase the range of the starbase missile and beam volleys: a. to be as big as the Area of Effect (which btw can be upgraded with the proper techs) and the beam volleys to be half of the Area of Effect OR b. twice as big as the current range OR c. have the starbase techs that increase the Area Effect of the starbase also increase the range of the volleys (+2 for missiles and +1 for beams) OR d. give us the option to be able to mod it.

2. Allow the Ultra Terraformer to be built more then once OR make it so we can mod it to be built more then once

3. A way to swap minister around without having to unassigned them and thus loose loyalty (like just swapping two ministers with each other by placing one on top of the other)

4. A way to delete unwanted orbital upgrades (left click on the icon bringing up a small option menu like the one we have in the shipyard with the option to remove the upgrade)

5. I second Illauna request for a variable ship animation speed option. I actually went looking for that option not long ago in case I had missed it.

 

Definitely agree with the need to remove unwanted orbital improvements.

Reply #7 Top

These are supposed to be things done by next week.  Not general wishlists.

Reply #8 Top

Not sure you can expect anyone to know how long each item can take. Many people are not developers. That being said my whole list can take an hour at the most each.

Mine are listed biggest annoyance to least with that first point extremely annoying… probably a shock to no one.

Reply #9 Top

1. Fix the blocked access to citizens above 10.

2. Make the Fleet/ship picture when selecting fleet/ship in game reflect the actual color scheme/design of custom fleet.

3. Add more projects to planets so that there is something to do other than making credits once all the usable tiles are filled - additional culture points would be nice since they are greatly needed, but additional control points are also needed.

4. This one is probably more than 1 week, but maybe you could add it to a future feature list.  Expand on #3 with things like special techs that unlock projects, quests that unlock projects, or artifacts that unlock projects.  You could also do something with buildings like you did with Technological Capital (i.e. - Manufacturing Capital could have a special project to produce 1 time additional manufacturing). 

5. I also second Dravers #4, need to be able to remove unwanted orbital improvements even if you add a $/control penalty. 

Reply #10 Top

Review text for all artifacts found in anomalies. Some for use on a planet indicate the planet should be "enemy" or maybe "foreign" or even "any planet". Only one is true. Some of the others may also have similar problems with consistent use of the word needed to describe what it does.

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Go through the names of siege ships for all species. Fix those that have the same name as their freighters. The current problem species are:
ARCEAN
ALTARIAN
IRIDIUM
KRYNN
YOR
ICONIAN
TORIAN

The following have "Siege" as the name of their siege ships:
TERRAN
FESTRON
NAVIGATORS
MIMOT
XELOXI
DRENGIN
MANTI
DRATH
ONYX_HIVE
BARATAK
RESISTANCE

I can't check the 5 new species

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Review text for techs to make sure the text matches what the tech actually does. Some claim things they don't do, some don't report what they actually do and some may have information that is not 100% accurate. There may not be too many that are wrong, but a recent one is the tech Hyperwave Radio. It claims to add a flagship to your fleet, but it doesn't. It was changed to add a flagship in one of the 1.6 updates, but it no longer does in 1.61. I think it was changed when the tier 1 commander ships were give the ability to survey, but the text wasn't changed. This tech also doesn't report what it actually does, which is unlock the tier 1 commander ships. This information would be good for a player to have.

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Make sure change logs include all the changes that have been made for that update. Here are two changes I haven't found in the change logs.
1. The change in the item above where the Hyperwave Radio tech no longer adds a flagship. It doesn't, but I haven't found anything in a change log about this.
2. Game-designed siege ships are no longer available with the Space Doctrine tech. The siege module is available then, but not the game-designed siege ships. They now require the Battle Cruise Doctrine tech, which unlocks cruiser class ships because the blueprint for siege ships now requires medium hulls instead of small hulls. I have a vague memory of reading about this change somewhere, but I haven't found anything in a change log about this.

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Shorter versions of these items, and others, have already been reported in the Sitreps on Discord, but I'm also putting these here because I think they are important and can be done in a short period of time.

Reply #11 Top

Add triggers to events and world builder so if an event or artifact like spawn space monster is not selected if the setting for monsters pirates precursors is none.

Same with races in events only allow those in the game to appear.

Separate game settings for resources and Monster, Pirates, Precursors.

No citizens for constructors or survey ships, needing leader ok for survey and may be the answer to the limit number in game/ we need more on larger map argument.

Fix the Goodwill ship either fix the citizen so they do not auto rebel or fix the rebirthing the ship after one decommissions it. Or a no thank you I want nothing from this event. As it stands the event stinks and is a negative a Kobayashi Maru as both options are losers.

 

Reply #12 Top

Quoting Frogboy, reply 7

These are supposed to be things done by next week.  Not general wishlists.

Oh. Sorry.

1. In that case, could cannon and gauss cannon be changed so they have different stats? Currently they're identical. They are generation 1 and 2 kinetic weapons.

Of course, improving gauss cannon could make it identical to railguns generation 3 kinetic, so that would need fixing...

You know what, it would be simpler to ask you to give all the weapons another pass so they are not identical and are worth researching.

2. The tech "Orbital Manufacturing" doesn't unlock anything or give any bonuses. It is a speed bump at the moment. Please give it something so it is worth researching.

3. Add additional levels of defense modules that don't use resources. Currently, no resource using defense modules go up to generation 2, while resource using defense modules go up to generation 4.

4. Add additional levels of hp increasing modules. Currently there is only the 1 module, "Hull support". I think it would be a good idea to have a few generations of hp increasing modules. Repair modules as well.

Reply #13 Top

Please include an option for a top down map view as distinct from the default tilted/perspective view ?

Reply #14 Top

Quoting ops862, reply 13

Please include an option for a top down map view as distinct from the default tilted/perspective view ?

Have you tried hitting the number key 5 (on the top row)? That gives you a view that's pretty close to top down. It's how I play.

Reply #16 Top

Quoting ops862, reply 15

No effect.

Strange. The keys 1 to 5 along the top row of the keyboard are supposed to adjust the viewing angle of the map, with 5 being the closest to a top down view.

Reply #17 Top

Things I would be interested in:

1. If the A.I. is at war it needs to give priority to military and production techs.   Things like increasing ship capacity and logistics give a huge boost to how well ships perform in combat so those should count as well.  The A.I. should try and use early adoption wherever possible and can pick up a few non military techs if they're cheap (1 or 2 turns to research)

2.  Buffing battleships and dreadnoughts so they can effectively use more than missles.  Based on Illauna and my discussion and testing I found battleships struggled to output almost any damage with beam (and by extension kinetics) due to their slow movement speed.  According to Illauna they can use missles effectively but I have yet to test this.  A special ability that increases their range, or a way to boost tactical speed might help give them a better damage output for their cost.  A special ability that just allows them to reduce incoming damage by a percentage from ships smaller than a battleship could also work.

3.  Keep working on the A.I.s ability to build core worlds in a way that it gets more output.

4.  I think the HP support module should give a percentage bonus that rounds to the nearest hit point.

Hopefully none of these would be huge tasks.

 

Reply #18 Top

5. Missing Siege ships. For some reason they're missing in this version. I had to design my own siege ships to get some.

Also, for some reason the fleet icon for siege ships is not showing. Hard to tell if a fleet has siege ships in them or not.