News

[Feedback] Beta ver 0.90

Posted on Thursday, April 30, 2015

Beta ver 0.90.6.0


1) Crash.

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Crash with total reboot of the PC, during a game on large map, after 5 hours of playing. No dump files generated.


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2) General.

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The game is not very reactive, for example, to move a ship, there is a latency of almost half a second before the ship move on the map, and this even for a move of only one hex.

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Highlights are too high, per example, in the designer certain parts of the ship appear completely white with no details, it's too bright.

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Date and Autosaving (set to "0") are displayed each turn, it's annoying, allow an option for both.

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Range Move distance for the selected ship is not visible enough in the strategic view mode (zoomed out).

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Approval relic is yellow when the map is zoomed in, and green when zoomed out.

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Shipyard cost on planet is too high; it's better to build a constructor, and then build a shipyard with the constructor. Need adjustment.


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3) Notifications.

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Directly display ship types and ship icons in the notifications, for ships in your ZOC without permission.

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The "flashing spot", on the notification tab, is not visible enough, add something more visible (ex: "falling boxes" in GalCiv2).

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For important notifications (war, peace, player's achievements, galactic achievements, etc.), display a big window to inform the player, this can be optional.

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Add an option so the "Go To" button (and double click), goes directly to the planet screen (for improvements notifications).

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Display more info about the expired treaties in the notifications, it's not very clear. And add a button in the notification to directly contact the civ.

And add a specific window for this:

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Your import contract with the Iconian civ has expired.

"They sell you 1 resource of type X (bonus x) for 10 credits for 50 turns."

The Iconian civ has agreed to renew the contract. (note: this can be different depending the situation)

Iconian civ relations toward us: Trust

Iconian civ at war with: Drengin, Krynn

Etc. (more info)

Do you want to renew the contract in the same terms?
(You can break it without penalties.)

"Yes", "No" buttons.

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Your export contract with the Altarian civ has expired.

"You sell them 2 resources of type X (bonus x) for 25 credits for 50 turns."

The Altarian civ has agreed to renew the contract. (note: this can be different depending the situation)

Altarian civ relations toward us: Close

Altarian civ at war with: Yor

Etc. (more info)

Do you want to renew the contract in the same terms?
(You can break it without penalties.)

"Yes", "No" buttons.


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4) U.I.

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Directly display the "Accrued Manufacturing Points: xx", no need for a tooltip, seriously; and do the same for research points.

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Memorize the last civ selected in the diplomacy screen.

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Add the range of ship in tooltip.

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Memorize the setting for the lists (ex: "USER" in the designer), in the designer, the shipyard, etc., it's quite annoying to have to redo everything each time.

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Add the possibility to undo a ship movement (missclick).

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Put the "ENHANCED" ship filter in the shipyard.

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Add filters in the upgrade list for ship.

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Display categories (Mining, Defense, Radar, etc.) for the available starbase modules in the starbase tooltip.


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5) Bug.

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For Iconian (Craven -1 (Planetary Defense -0.2), the penalty is not displayed in the planet screen (Planetary Defense).

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The "Weapons Systems" tech give only a beam weapon, the other two are missing.

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Notifications for foreign ships in your territory, even if they are not visible by the player.

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If a ship is selected, the influence tooltip is not displayed on the map.

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Minors offer techs I already own.


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6) Trade.

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Display clearly the number of waiting turns before the next possible meeting with each civilization.

And display a notification when it is again possible to trade with a civ, and display a big window to inform the player (this can be optional).

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20 turns before the next meeting is really too long.

And only one trade allowed per turn is also too restrictive.

I like making several small trades in a session, it's more fun and, it allows more possibilities for the treaties (per example, you can break them later one at a time, instead of all at the same time).

Also, it should be possible to contact a civ during the whole turn duration, and not only for one meeting.

Sometime, I make some trades, and then I need to check something, or trade with another civ, and go back to negotiations with the first civ for several other trades, it's a nice "game of transactions".

The trade phase with other civilizations is a large part of the fun during the game for me, it's really too restrictive the way it's implemented currently.

8 turns before the next meeting would be much better, with full freedom of meeting during the current turn.

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If a civ contacts me for an offer, I cannot contact this civ for 20 turns, should not happen.


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7) Pirates.

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I don't like to be harassed by the pirates.

They have rapidly lot of warships, and this forces me to monitor all my ships, annoying and time consuming.

I prefer a more peaceful start of the game.

There is an option to disable them, so, it's all right.

I prefer the pirates in a "global event" or a "mega event", much more entertaining for me.

And I hope they will come back, even if the "pirates at start of the game" option is set to "off".


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8) Tech.

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The search function in the research screen is too minimalist; it's only based on the name of the techs; extend it to improvements, ship components, starbase modules, etc., everything you can have with all the techs.

It's not easy to erase the entry field, I suggest to clear the field by clicking on the sprite of the loupe.

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If you trade for a specialization tech before you research a specialization tech in the same group, you loose your choice in the tech tree (no notification, nothing); awful design.

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Currently, the "Interstellar Travel" tech (bonus: +1 move) is almost an obligation so your ships have more moves to explore the map. There is no real choice here if you want to be competitive.

I suggest to increase the base default for the hulls from 1 move to 2 or 3 moves, so the "Interstellar Travel" tech is not the ultimate choice at start of the game.

Default ship move:

1 move (default ship move) + 1 move ("Interstellar Travel" tech) = +100% movement
2 moves (default ship move) + 1 move ("Interstellar Travel" tech) = +50% movement
3 moves (default ship move) + 1 move ("Interstellar Travel" tech) = +33% movement

With the change, the "Interstellar Travel" tech will less become a priority, so the player can have more choices for the "first tech to research".

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I do not like the Tech Ages, and I do not like either the exclusive specializations.


I miss the total freedom of research present in GalCiv2.


No Tech Ages, no exclusive specializations, no "1 tech per turn" limit (if I build a strong civilization for research, I can research several techs per turn), complete freedom for my civilization for the research path.

I want to have the choice, to lead my civilization where I want.

The choice must come from what the player wants to make with its civilization, and not be the result of arbitrarily imposed barriers (Tech Ages, exclusive specializations).


The specializations should be complete branches of research with successive techs to further improve them, and fully accessible.


Without exclusive specialization, I can choose a specialization because I need its bonuses now, at this point in the game, and come back later to select another specialization tech, according to my development.

With exclusive choice, I need to choose the tech with the best bonus for the duration of the game, it's not a real choice.

And each game, I will choose exactly the same tech because I get the best bonus from it.

No strategy here, just pick the best.

"I take the best tech for the long term, otherwise I am an idiot."


Strategy, it's also to adapt.

I want to adapt to the specific events that happen during the game, and not to adapt to a predefined tech tree arbitrarily diminished, it's not at all the same thing.


Instead of putting barriers everywhere, it would be much better to have much deeper and rich tech trees, with so many interesting possibilities that the player wants to research them all, but can choose only one at a time.

This should be the spirit of the game.

This is where the choice should come and not from limitations.

There will be no frustrations here, just the pleasure to choose a technology and to choose the others later.

This is smart design. This is Strategy.

Forced choices, poor design.

Many choices, great design.

Penalties, no.

Options, yes.

Made an open design rather than a closed design.

Without constraint and without barrier, so the player can have an interesting game experience.

I want to have fun and joy when playing the game, instead of frustrations and limitations.


So, where are the options to disable them.


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Previous topics with still valid suggestions for the game:

https://forums.galciv3.com/462394

https://forums.galciv3.com/462885

https://forums.galciv3.com/463577

https://forums.galciv3.com/463705


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