One thing feature you would love to see implemented...

BSmith1068 said:
The problem is not how to end your turn, but rather that it is easy to prematurely end your turn. As it is now if you click in the bottom corner of the mini-map, it is very easy to mistakenly hit the turn button.

The active area of the pointer arrow is not the tip of the arrow, but rather closer to the center of the arrow. You place the tip at the point you want the screen to move to, and presto - end of turn!

I have done this many a time myself and have been quite frustrated that I ended a turn much to soon!

thats exactly what I'm talking about! its just an annoying design flaw. I don't know if they can fix it in a patch, but all they'd have to do is move it over several millimeters, just enough so that its harder to accidentially press the turn button while messing with the minimap.
 
Farae said:
Don't you notice the little tabs that say "All", "Core", and "User"?
Yeah I know about them, but thats not what I'm talking about. What I mean is when I design a new ship design (it has no weapons or engines its empty) and I then save it as a design (a empty ship) to have available when I research that size of hull, then I arm it with the weapons and engines that I have available at that time and rename the ships class. If I just save it with whatever weapons/engines it has at that time, then I have to research those same techs in my next game before I can build that ship class. If there was a new tab called "Ship Designs" where only designs could be stored and they would not show up in the starport build options, Then I wouldn't build a empty ship by mistake. Hope this makes sense!
 
Phoenix_56721 said:
Yeah I know about them, but thats not what I'm talking about. What I mean is when I design a new ship design (it has no weapons or engines its empty) and I then save it as a design (a empty ship) to have available when I research that size of hull, then I arm it with the weapons and engines that I have available at that time and rename the ships class. If I just save it with whatever weapons/engines it has at that time, then I have to research those same techs in my next game before I can build that ship class. If there was a new tab called "Ship Designs" where only designs could be stored and they would not show up in the starport build options, Then I wouldn't build a empty ship by mistake. Hope this makes sense!

do you mean when you complete the required research, the user made ships don't show up? the demo seems to have this issue with at least two of my premade ships.
 
Ah, that- yes, I have found a way to bring them back into new games: The problem lays within GalcivII messing up:

1) the actual tech requirements and
2) the upgrade path

Explanation: 1) Without knowing why exactly some ship designs get entirely weird tech prequisites attributed to them (i.e. you design a cargo ship hull without any systems, just the hull and save the design- but the game makes this hull require a technology level which you had when you were initialy designing it. I.e. "Trade", regardless of the ship being entirely empty of a trade module. Probably the game engine sometimes doesn't realize it when you take off systems and engines and such, off a design that was designed with extra technology.

Solution: Go to My Own Files\My Games\GalCiv2\ships.

Then open the corresponding [Name]Class.xml with a text editor of your choice (I use WordPad) and search for the entry

<Tech_Requirement>[WHATEVER TECH]</Tech_Requirement>

This sets the Tech that makes this ship available (and I have seen very weird stuff looking through these. Look up the name of the Tech that should enable your ship and replace the [WHATEVER TECH] with i.e. [Superior Hulls] (this is just an example- no ship hull uses this particular one- except my upcomming "Big Hull Size" mod ;))

-------------
Explanation: 2) The upgrade path- So you made a hull design, and called it "[Name] Class". Then you upgrade it keeping its name, i.e. "[Name] Class". The game will number each design and remember that- so we get a list of the same hull type:

"[Name] Class0"
"[Name] Class1"
"[Name] Class2"

These numbers behind the 'class' you don't get to see in-game (all ships within the upgrade chain will be called exactly the same - which is also the problem which makes one build obsolete designs by mistake) but will appear in your ships folder and inside its corresponding XML file.

OK, now, then you use the hull the game remembers as "[Name] Class2" as the base for a different ship type- lets call it "[Nemo] Class". While ingame there is no relation between one name and the other the game will remember this new design as "[Nemo] Class2" and will continue numbering all designs based on it with 3, 4, ... n.

Starting a new game GalcivII won't know what to do with these! If it doesn't carry a zero = 0 the ship may well not appear.
------------------------

Solution: Go to My Own Files\My Games\GalCiv2\ships and change both the number of the S0_UD_[Name]Class2.shpcfg to S0_UD_[Name]Class0.shpcfg.

Then open the corresponding [Name]Class.xml with a text editor of your choice (I use WordPad) and search for the entry

<Model>UD_[Name]Class2</Model>

and replace the "2" with a "0" (zero)
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All this said I must concurr: GalcivII really needs (!!!) A feature which allows to export/import/delete/discard ship designs into running games.
 
yea, there really should be a fix for this.

Even though I seem to be having the same problem with the demo, and look at the ship design screen for how the demo messed up one of the designs. however I couldn't find the origional design which I believe was done with the terran hull. I'm not going to change the stuff for the demo because well, its just that, a demo, things are limited anyway.
 
Vizzini said:
A "Governor" added to set planetary production "focus" empire-wide to military / social / research. Save me the trouble of having to go through 80some-odd planets one at a time changing or checking the Focus of all the planets.
Building off of that - a button in govenor page to automatically set each planet to focus on its strong point. Also, a button to turn off all focuses.
 
Make moons and planetary rings worth something

Allow such planets to be able to have lunar mines battle- and/or sensor stations constructed upon them...

* To be implemented in Dark Avatar (in the shape of asteroids) - Thank you :goodjob:
 
Wormholes in the style of MOO2 and BotF

Add a new module to allow Wormhole Base constructors to establish a checkpoint at a wormhole and tax freighters that use it. Also, you might be given a choice as to open or close the wormhole access...
 
When clicking the "Upgrade" button to design a ship, starting with the old ship design, so you can just make improvements instead of guessing what you had done before, where you'd put it, etc. So you actually change out things instead of just designing a ship from scratch.

Someplace in the Shipyard, seeing exactly what components are on a ship.

My apologies if those exist somehow/somewhere.

Arathorn
 
Arathorn said:
Someplace in the Shipyard, seeing exactly what components are on a ship.
It has been a week or two since I played GalCivII but if I recall correctly you can see the various components on your ship directly under the image of your ship in the shipyard. When there are a lot of components on your ship, you have to scroll a bit from left to right.

Is it this you're talking about?
 
Invasion techniques should have an impact on one's allignement

When you colonize a planet you are often given your random good/neutral/evil set of choices that will over time define your allignement.
Now, if you however opt for the use of gas- or nuclear warfare when conquering a planet, thus killing billions of innocent populus and severely damaging life-harboring planetary surface... well you know it: Nothing happens apart from that.

-MOO2 ostricised the use of certain weapons and would increasingly make you 'evil', endanger diplomacy and trade with differently alligned races over time.
-BotF included the possibilities of 1) freeing or 2) conquering planets (also read post #3).
---

This said GalcivII should really make your acutal actions have a direct impact on allignement (drop nukes vs. drop care packages) rather than keeping allignement confined to the rather limited colonization 'trick-or-treat'. This way being 'good' and/or 'evil' would have real benefits, especialy to warfare, yet also real impacts to it, while being 'neutral' would make the jack of all trades.
Let other races love or fear you for a reason...
 
I would like to see planetary invasions improved to allow users to build custom armies and place them (battle plan) before the battle begins, and then be able to watch it unfold in the combat viewer! This would take a lot of work in order for the AI to use it effectively but it would be a terrific addition for an expansion pack!
 
Phoenix_56721 said:
I would like to see planetary invasions improved to allow users to build custom armies and place them (battle plan) before the battle begins, and then be able to watch it unfold in the combat viewer! This would take a lot of work in order for the AI to use it effectively but it would be a terrific addition for an expansion pack!
Sounds good- perhaps like BotF allowed to issue minor orders to fleets prior to combat. Would be an improvement for land and space battles.
 
about v.1.2 combat:

Issue: Without going into too much detail about the combat system until now- v.1.2 will revert to simultaneous combat between both opponent ships/fleets. This, IMO is too simplistic (while it surely improves what we had this far).

Suggestion: Make sensors give a bonus to the ship attacking order
i.e. Two enemy fleets clash:

Terran fleet = A)1xTiny + B)1xSmall with 2x sensor
Yor fleet = C)1xTiny with 1x sensor + D)1xSmall

Resulting firing order: B, C, then A and D simultaneously
 
W.i.n.t.e.r said:
about v.1.2 combat:

Issue: Without going into too much detail about the combat system until now- v.1.2 will revert to simultaneous combat between both opponent ships/fleets. This, IMO is too simplistic (while it surely improves what we had this far).

Suggestion: Make sensors give a bonus to the ship attacking order.
i.e. Two enemy fleets clash:

Terran fleet = A)1xTiny + B)1xSmall with 2x sensor
Yor fleet = C)1xTiny with 1x sensor + D)1xSmall

Resulting firing order: B, C, then A and D simultaneously
This is from Brads Blog:http://draginol.joeuser.com/index.asp?c=1
The betas of 1.2 should still show up sometime this month. The main features of 1.2 can be listed as:

UI to choose mods (such as total conversion mods)
Sample mod
Significant UI improvements
Some AI fixes/enhancements
Memory optimization
New Combat system (ships fire at the same time)

I am thinking of putting in a request so that the attacker gets a 25% attack advantage for that first round so that there is still an advantage in being the attacker.
I think that the attacker should get a bonus when attacking like what Brads thinking about, But I like you're idea of combining it in with a ships senor's better Great Idea!
 
Am i the only one who wants the Terror Star back???? Bring it back!!!
 
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