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GC3 QoL improvements- My growing list

Posted on Wednesday, May 20, 2015

GC3 QoL improvements- My growing list

1) Allow cycling through shipyards from shipyard screen

2) Allow background nebula/star field to be turned off.  Epically the nebula, planning the Krynn is hard to see with a orange nebula background.  You can get around this now by editing the pictures in the SPACE folder.

3) In ship designer, make the sort tabs sticky.  You almost  got there in 1.01, e.g. Sel USER, >obsolete or delete a ship … it goes back to ALL;  make it stay on user selection.

4) Would love to see ship Attack/Defense sliders like in GC2 that governed (set the priority) the blueprint for upgrading the ship models weapons/defenses.

5) A ship blueprint slider to set preference for speed vs range.  Similar to the GC2 A/D slider.

6) No idea what your score formula is but it appears to have the # of turns in the denominator.  This greatly hurts game victories other than conquest as it requires many more turns to do some of the other conditions.

7) Please make the colony list screen bigger.  There is much data and there is plenty of screen room available.

8) When in the colony list screen, go to the planet selected on exit from that screen.

9)   After I build a fighter module on a starbase, don’t sow a red dot (defended indicator) on the starbases.  It gets very busy and really negates being able to see starbase where you have actual ships stationed.

10) When a shipyard is selected, show what rally point it is sending ships to.

11)  Bring back CTRL-N.  It’s a Stardock signature.  And surely Paul doesn’t want to out done by the Sorcery King programmers.

12) Know your working diplomacy buffs but here is my short list of desires

               > Be able to reject an AI gift or do not gift speculation items

               > Let me gripe at the AI and have it impact relations

               > Show the actual relationship modifier numbers (Frogboy spoiled me)

               > Add a demand surrender.  AI doen not have to take it (da), but there are times when the AI can tell it SO over matched there is no point in playing.

 Would make conquest end game not just a mop up tedium.

               > UP vote, Show which way a race is leaning and give us a diplomatic bonus for voting with them

13) Ship SENTRY/GUARD commands could use some love.

               Sentry: Idle – wake on any ship entering the ship’s sensor range

               Guard: Idle – Wake on Enemy ship entering the ship’s sensor range

               ** Long Term **

               Patrol routes would be really cool (I know, lots of work)

               Add Idle – Ship goes to sleep and only wakes on player command

               Sentry: Idle – wake on any ship entering the ship’s sensor range

               Guard1: Idle – Wake on Enemy ship entering the ship’s sensor range

               Guard2: Idle – Wake on Enemy ship entering the ship’s attack range. Mark enemy

               As  the woken ships destination.

14) Starbase management

a) Still very tedious. Lots of discussions  but if you would let us assign the ship to respond to REQ CONSTRUCTOR, it would help bunches.  Obviously this defaults to the games standard.

B] In Starbase management screen, you can scroll through starbases (good),  on exit goto the last starbase displayed in the screen.