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Published on May 6, 2008 By Frogboy In GalCiv Dev Journals

Far be it for me to invite scorn and ridicule on our hard work in the form of Galactic Civilizations II: Twilight of the Arnor but let's face it, GalCiv has long since stopped being any sort of traditional "product".  We love working on it. If I didn't work at Stardock, I'd be modding it in my spare time.  But I do work at Stardock so that means I still get to mod it in my spare time but I have the source code.

That said, in this post can you list the 5 things you would want changed or fixed about Twilight of the Arnor first.  Not things that you eventually want changed or modified or whatever but 5 things that you would want done as soon as possible.

I'll then read through your lists and put together a summary and start working on them at night after working on The Political Machine during the day.

Don't feel bad for me, the GalCiv team wanted to go right on to making a GalCiv III but I'm integrating them into the fantasy strategy game team instead.  So I deserve some scorn and ridicule.

-Brad


Comments (Page 12)
on May 11, 2008
You mean nitpicky?

Sorry, couldn't resist.

On a more constructive note, when somebody mentioned the ability to gift fleets I realized that should have made my list. It drives me nuts when I'm trying to fight a proxy war and I can't gift an army without breaking the entire thing down and then renaming each of 50 ships (I tend to play with swarms of tiny ships) so I can find them in the diplomacy screen.
on May 11, 2008
1. Fix the tech inflation bug (if it's real) in a hotfix.

2. Have a tech trading game option that does not allow the trading of unique techs. This would allow each race to keep their identity in a tech trading game.

3. Allow LogicSequence's Hi-Res mod to be Metaverse Compatible.

4. Allow us to plop extra music files in the proper directory and the background music will add that as a random music file to play... in addition to the normal files.

5. Ramp Metaverse points up for people who play larger maps and win via military. Time invested should be a part of the equation. Reward those who play wicked long epic games
on May 11, 2008
In my most recent ToA game I was building and giving ships to the Altarians, who needed these ships very badly as they were losing a war.

I'd launch the ship (right next to my planet) and then I'd give it to the Altarians; it's color would change to Altarian blue. But then several turns later I'd notice that it was still right next to my planet. Why won't they move their new ships?

Eventually I stopped giving away ships, but only for this reason. Can anyone please tell me if there's anything I can do to make races whom I've given ships to move their new ships? Thanks in advance
on May 11, 2008
1c) The colony management screen has lost its bottom row of Icons (mentioned elsewhere, but here as a reminder only and yet important enough).

2c) The Tech Editor has to be made 'DA_compatible' also - if only as an option.

3c) A Twilight blueishly Skin for Editors would be nice to have.

4c) The Map Editor would possibly require a complete overhaul; please refer to this thread (_ Map Editor wishes _) for further details.

5c) Already used by the Constructor(s) request!

on May 11, 2008
The only thing that I can honestly say is bugging me is:Can we
please get a little arrowhead at the top of red war lines in the
Treaties screen to indicate who declared war on who, so it's easy to
pick war mongers and know who doesn't like who at an even quicker
glance?ie: Korath -------> TerranCheers Brad, your game is incredible!


PS; That can actually be expanded to include even the circle-selection taggers AND supplemental cues on many visual hints about anything you'd care to splash up on that centralistic Foreign_Policy information asset - BTW.

on May 12, 2008
1. Reworking the espionage system as already planned. Having to shut down an improvement just to gather info (especially if its an ally) isn't right.

2. A favourite tab on the colony screen. While I love the variety of planetary improvements now in TA having to page through screens and screens of them to find a factory, then back a full screen to find my production increaser then down a few more screens for a starport, then back up 3 or more screens for say advanced farming etc etc etc gets a little old after a dozen (let alone 50 or 100+) times. A screen that only shows the buildings I want it to show would be really really sweet.

3. Balancing. The Iconians could use a second look. While they are supposed to be weaker than average in economy and ground combat I think it was taken too far. Likewise their buildings while powerful do not come close to making up for the almost total lack of +xx% bonuses in their tech tree.

4. Weapons techs. I'd very much like to see the weapons trees expanded between the second last weapon techs and the ultimate weapon techs. There is an astounding jump in power there at the end that's IMO too much, too fast. There's a ton of room for another 5-6 (at very least) techs to delay reaching the ultimate techs and reducing the insane sudden power jump.

5. Reserved.

Awesome game - it shows when it's a labour of love as much as a job.
on May 12, 2008
Its still annoying having to make so many constructors to build up starbases, so I almost never bother with them. It might put me at a disadvantage, but I'm willing to take it to avoid the extra micro. The only ones I do build are to nab resources so the AI doesn't get them.

Also, when you upgrade a ship with description text, you have to hold down delete for a while to clear the box. Can't we just have a button that empties it of text for us?

I like the idea of a random race button too. I usually just roll some dice and count the boxes clockwise when I don't know what to play, but that would make things easier.

Oh, and I spotted some broken text in the diplomacy window. It said "Don't you have a crappy little empire to run, Thalan Empire?" I'm guessing the last part should be the leader's name, not the empire name.

That's about it for now, lol.
on May 12, 2008
Another thing I'd like: an option to choose the proportion of extreme environment planets when setting up a game. One slider that would add a ton of gameplay variety IMO.


I second this too! I couldn't edit my previous post for some reason.
on May 12, 2008
I have only one issue that I have been crusading for.

Please fix the influence borders being wrong upon reloading.

Scincerely,

Scintor@aol.com
on May 12, 2008
6) (Sorry!) Never been a huge fan of the colonization-based ethics choices, which always favor evil. Some events not tied to colonization, and some that favor good/neutral please!


This is a very good point actually. I landed on a planet, and the choices went like this:

Good - Nothing happens
Neutral - +8% production bonus
Evil - +37% production bonus !!

That is really huge. The only way this could be offset would be if the actual choice of being Good were so much better than being Evil (as per the game), which is not really the case.

In the above case, the evil choice entailed enslaving some native alien race, but how about offering a different perk for choosing good?

Such as:

Good - +15% Morale as the positive PR results in greater satisfaction and trust in your government
Neutral - +10% Production/-5% morale While you gain a production bonus, the choice creates a choice leaves people a bit uneasy resulting in a slight lowering of morale.
Evil - etc.

You get the picture.

Now that would be much more interesting IMHO.
on May 12, 2008
Quicky summary (cuz, i actually DID read this whole monster thread, also!)

In a random order:

1- Espionage (as announced, but *sooner*)
2- MCC (can't really go against the vast majority)
3- Events (multiple ideas -- Ethics, Settings, Optional sets, Balancing)
4- Balanced Trees (Correction to some races "flaws")
5- Constructors (Reducing some of the terrible Micro-managing)

6---- Many_many_many pluses, sooooo diverse & yet, rather simple to fix. Most relate to Interface, add-ons, text, missing items, etc.

One more thing though, there has to be a whole bunch of other players who have yet to chime in & they may just have some key supplemental thoughts... but, early June being a sort-of pre-determined 1.93++ version target date i feel this is going to get even wilder in the very near future!
on May 12, 2008
I don't know how major of a change this would be but...

For the addition of some diplomacy into the game, it would be good for you the see what the next UI vote will be a week before it happens. Then you can use the trade screen to try to get you allies to vote with you, or vice versa. I think this would also add to the value of having allies rather than just for winning a political vicory.

Also, it would be a nice addition for there to be a "president" of the UI, perhaps automatically chosen by popularity. The president will get to chose what gets voted on at the next meeting. Perhaps picking 1 of 3 topics. Maybe even a boost in tourist income during the term.

on May 12, 2008
One of the bigger problems with the economic system is how industry relies on money. This is made worse by the new tech trees. For example, the Drengin and Korath have all these badass industrial improvements but can't use them without money, which they are way short on. THe Torians and the Krynn, can set their own pace of industry and can finance it because of their economic bonuses, making them the mose powerful.
on May 13, 2008
I would have to add a 6th option... constructor options for starbases. If we could build ships with multiple constructor pieces. That would be fantastic.
on May 13, 2008
Hello,

i would like to see:

1. A fleet based range/support module to build tanker style cargo ships

e.g. Fuel generator, cost: 70, size: 20, +50% Fleet range

2. A fleet based repair module for specialist maintenance ships

e.g. Repair bay cost: 70, size: 15, +10% repair

3. A new weapons ability: capture ship

Description: If the weapons damage destroys the targeted ship, the ownership of the otherwise destroyed ship will change to the attacker

e.g. Boarding shuttle, Missile type weapon, Damage: 1
e.g. Assault shuttle, Missile type weapon, Damage: 1, Ground attack bonus: +10%
e.g. Beamer (like scotty beam me up ), Beam type weapon, Damage: 3

Optionaly this might require the weapon carrying ship to have troops on board, but after all, there is no concept of ammunition in galciv2 ...

4. A ship component for attack/defense bonus for x rounds/only first on strike

e.g. Missile Pods, +200% Missile damage for the first round of combat, cost:40, size:15

e.g. Offboard Capacitators, +100% Beam damage for the first 3 rounds, -10% Defense, cost: 150, size: 5

e.g. Stealth missile, +200% Missile damage only on first strike, cost: 150, size: 12

5. A component which interrupts/ends combat after x turns

e.g. Emergency booster, drive speed: 1, interrupts combat after 5 turns, cost: 100, size: 30


And finaly a word on the campaign ... I was just a bit disapointed I was able to win very fast by using always the speed +2 ability. Only the 'get ally' mission took a bit longer. The last mission took me only 13 turns My allies provided me with everything i needed in the first round ! The rest was a simple buy ...

Sorry for bad spelling, i am no native english speaker   
Keep up the good work !