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Tell us what you'd like in Galactic Civilizations II: Dark Avatar 1.6!

Tell us what you'd like in Galactic Civilizations II: Dark Avatar 1.6!

We're at your command

https://forums.galciv2.com/?forumid=357&aid=146627

We're extremely pleased to hear how much people seem to like the expansion pack (Dark Avatar) to Galactic Civilizations II. We're also glad that reviews have been so positive (average review score is about 4.75 stars out of 5).  But we're not finished yet! Tell us how we can make the game better for you.

For those of you who are new to buying Stardock software, the product you purchase is just the beginning of what you get. Stardock updates it software based on customer feedback.

In the case of Galactic Civilizations II: Dark Avatar we are lookoing for suggestions and feature requests that players would like to see in a free update.

Mind you, these can't be massive new features (i.e. "Multiplayer" or "Fleet combat") but rather little things that you think would make the game more enjoyable for you and others. Tweaks, new options, new features, improvements, etc.

Let us know what you'd like us to do. We are at your disposal!

241,134 views 437 replies
Reply #326 Top
Lots of great suggestions. Hope you're able to make some of them come true.

One request I have is:

- Allow hard point indicator arrows to have a specified colour. I want my ships to be red. The arrows by deafult are red. If I make my ships red, I can no longer see hard points to allow for any customization.

This is mainly because I am a fan of the red ship.

As former moo3 player, I also have to say, this comes closest yet to the huge (and completely unrealized) scope of that game.

Thanks.



Good idea. I've used red ships before, but they were dark red with a gold trim, so it wasn't quite so hard to put them together. I've requested a transparency setting for hull pieces to find obscured hard points, so they kind of tie in together.
Reply #327 Top
Another little idea:

Survey moduls should allow to have a look at the tiles of a planet before colonization. This would allow to put priority on special bonuses or to decide wether to settle on specific small planets or not.
Reply #328 Top
* An easy way to cycle through starbases and mining operations.

Most of the time... I have no idea where "Mining Base 31" or "Influence Starbase 62" is. I'd like to be able to click on one of my bases and be able to cycle through it like I can with planets.

* Allowing renaming while in groups.

It is kind of annoying to disband the group and move units out of the way just so I can rename one of my units in a group.

Thanks!
Reply #329 Top
For the love of god, please allow starbases to self-upgrade. Upgrading them should be a simple matter of queuing up modules, much like queuing up planetary improvements. You could, perhaps, leave in the ability to use a constructor to perform an instant upgrade, rather than waiting on the starbase to complete its own upgrade. For key installations, this would be a convenient and vital thing. For the vast, VAST majority of starbases, however, setting an upgrade queue and leaving them to their own devices would be much more convenient.

Please do this.

Please.





Please?
Reply #330 Top
I also have to weigh in on the population/soldiers issue. It makes absolutely no sense that I can fit 4 BILLION people on one of my super transports, and yet that's how many people are removed from a planet when I fill a transport. The civilian population should either be tracked separately from the military garrison, or each transport module should hold one THOUSAND people. Obviously, this would have little to no impact on the overall population levels of planets, but it makes far more sense.
Reply #331 Top
I also have to weigh in on the population/soldiers issue. It makes absolutely no sense that I can fit 4 BILLION people on one of my super transports, and yet that's how many people are removed from a planet when I fill a transport. The civilian population should either be tracked separately from the military garrison, or each transport module should hold one THOUSAND people. Obviously, this would have little to no impact on the overall population levels of planets, but it makes far more sense



in the transports your not just taking soldiers your also taking families, wives, girlfriends becouse when you win a surface battle the troops dismantle the troop ship
Reply #332 Top
This may seem really retarded to ask, but can there be an update with more profile pics when creating a new race. The last 6 are the same three pictures except in different colors, there's no uniqueness to any of the profile pics that aren't the 10 main races.

Reply #333 Top
This may seem really retarded to ask, but can there be an update with more profile pics when creating a new race. The last 6 are the same three pictures except in different colors, there's no uniqueness to any of the profile pics that aren't the 10 main races.


Or allow the ability to easily add in a JPG picture file, so you can have your custom race represented by any picture without resorting to modding!!




Reply #334 Top
here we go

1.Capital ships
in the game i know but can we have some to release frigates and fighters in space battles like in Homeworld to make fleeet battles more massive
2.Flagship
Make a ship your flagship which you command and it has certain bonuses
3.Ship generator
This is the most difficult i will ask for a patch wishlist, but for a Ai to make new ship designs for your race so you dont have to worry about that, but not so many and not like the core ships, totally random ships
4.More portraits
5.Story generator?
6. expanded universe
i dont want to stop when i beat a race i wanna continue to play, so how about the galaxy expands by so much...
Reply #335 Top
First off i know that it's very unlikely that any of these could be implemented and are really just some of the things that would be in my "perfect" space 4x game,

1) A more "serious" game experience - To me the game feels a little childish (no disrespect to other players or the devs) i would prefer a more realistic reaction to events in the game rather than the "silly" ones already in place for example.. "Wow we have just researched a more advanced form of farming, should we A) Give an announcement to the press of our new discovery and how it will change our lives or B) Sing ol' mac donald had a farm.

2) True in game events - For me the most boring part of the game is when i'm not at war. I would like more things for me to do for example.. [event popup] "The starship xxxx has received a distress signal from an unknown source, how would you like to proceed?" I could then order my ship to head to the location of the distress signal and watch ingame as my ship moves towards the alien ship in need of help and dock with it / fend off it's attackers etc. I would then get a message saying thanks from the alien ships captain, maybe a reward of a unique tech or upgrade for my ship. I don't want events to just be a picture and an answer then end.

3) Advanced diplomacy - And i don't mean more things to trade, i mean things like being asked to settle disputes between minor races or being asked for asylum by an alien then having to avoid an diplomatic incident by deciding whether or not the aliens cause is worth the risk.

4) Better planetary construction method - I think the building of structures should be more like civs as i think only being able to build five or six buildings per planet is a bit unrealistic.

5) A more "cluttered space" and interactive enviroments - I know that having planets then lots of space then more planets then space etc is how space actually is but i feel that there should be more interesting areas dotted around such as nebulas, abandoned outposts and derilict ships which can be interacted with for example.. the nebulas could have different effects on the ships such as hiding the ship from the enemy or causing them to lose power for a short period leaving them vunarable. Abandoned outposts and ships could be captured and put into use or reverse engineered so they can be built again. Dense astroid fields could be used to give an advantage during battles if your ships are equipped with advanced thrusters or something along those lines.

I have many more ideas of what i would like to see but my fingers are starting to hurt from the typing.
Reply #336 Top
Well, I've got an hopefully easy idea to implement.

I really like the ethical dilemma's, and as such I don't like it when they disappear after choosing between good, neutral and evil. Would it be possible to make an option to keep dilemma's after researching Xeno Ethics? Or maybe even the option to not having to choose, meaning your alignment will be based upon the choices you make.

As for the rest; making it easier to construct starbases, as in automating, would also be very nice.
Reply #337 Top
One feature I would love to see is to be able to name a captain for any ship. I tend to give some of my more powerful ships names like USS Hydra or USS Ronald Reagan. It would be great if there's a spot where I can add a Captain's name. And maybe name an Admiral for fleets of ships. This feature would make the game more personal. What would Star Trek be like if we never knew who the captains were.
Reply #339 Top

But then it won't be your *home*world anymore, right?
This is just a personal opinion, but I can't understand why there are planets with PQ so much higher than the average HW. If you think about it, the HW is where the native species adapted to for millions of years.


I don't know - to a certain extent, the best conditions to produce life (and a technological civilization) are also the suckiest to live in. I mean, we had to come up with technology, just to live in the world. I mean, there are some nice places, like Polynesia. But having to cope with weather and bears and seasons and growing food is what pushes you further. But once you gain a certain level of technology, it's no longer really necessary to provide a stimulas, but it's still a pain to deal with.
Reply #340 Top
Well even though I've only been playing a few days and this is my first post I still have this wish list.

1) Patrol - I'd like to set my ships to auto-kill any enemy ship that enters a particular sector, but prevent them from leaving the sector or area around a planet to go kill something on the other side of the galaxy. It would really be nice to leave a little fleet to guard my home planet and the star bases surrounding it without have to worry about them wandering off or having to tediously micromanage.

2)A fleet/ship management interface. I'd kill for this. Maybe, I'm not understanding things right with the rally point governors, but I would really like to have a little interface where I could get a break down of my fleets.

Just a little list telling me their stats, current orders, show me where they are on a little mini-map on the interface and if I double click on the fleet name it will jump to them on the normal map.

It just gets really frustrating when I'm on gigantic and have 20 or so fleets to manage across the galaxy. I know streamlining leads to multiplayer and the argument was made against that. But, I'd like to be that general who makes a few clicks and then watches his military machine go to work grinding galactic goodie goodies to dust with little or no effort on my part.

3) Leaders - I just think they would fit really well.
-An admiral to boost the strength of a fleet.
-A governor to boost the production on a planet.
-A researcher to boost (duh!) research.
-HELL, even a celebrity rockstar or something to increase morale among the populace so they don't see how hard i'm taxing them.
-Or heaven, a mother theresa good aligned character that goes on missions of mercy to really crappy worlds to boost their morale and keep them from rebeling.

I think the idea of small leader characters works good with such random events as the one where a racial leader gets killed while visiting a trade corporation. It seems to make more sense to kill off random leaders more than it does to kill off the leader of a race. I was somewhat confused when the game told me Alan Bradley had been assassinated only to talk about the surrender of his people with him 20 turns down the line.

Also, wouldn't it be nice if you could have your agents assassinate an enemy leader and then blame it on another race.

4) Random Events more balanced when it comes to alignment.

Why is it that if you're good you always have to give up bonuses. If you're evil, you'll be rewarded with bonuses at a cost. If you're good, you're going to have to pay out your nose to rescue the orphans stranded on a planet that's about to be blown up (Oh that's a good idea for a random event. Star goes Nova and wipes out everything in a sector, turning it all into asteroids.).

Can't we balance out the events to you can kind of get some bonuses if you're good.

Well, that's my first post. Cool, have a good one devs. I love the game.
Reply #341 Top
- Better performance for lower-end systems please... the frame rate gets atrocious in Dark Avatar as soon as ships begin to become constructed.

- An option to turn off astroids.

- More diplomacy options.

- Technology tree quering. Like for example clicking on "Laser V" when I only have "Laser I" so that I can automatically research all the techs up to "Laser V".

- More in-depth play for culture and social players. Military players obviously have combat... how about something more in-depth for cultural and social players?

- More pluses and bonuses for social players who aren't militaristic.

- More in-depth freighter options.

- How about an economic/cultural ability to start corporations? Similar to espionage only the factories or stock markets (etc) you take over from alien planets doesn't take way from there production, but merely adds to your production in a given category (research, social, military, etc..). Or maybe tie the corporation aspect with your freighters somehow.

I love Dark Avatar, the game is stellar as it is, but you asked so I answered. Please implement some of my suggestions! lol
Reply #342 Top
Integrate DL with the revised races, stats, rules, etc, so that either campaign can be played from the "Campaign" selection screen of the latest (DA) version.

while you are at it, several of the races could use some balancing.

dreamrider

Reply #343 Top
Well even though I've only been playing a few days and this is my first post I still have this wish list.

1) Patrol - I'd like to set my ships to auto-kill any enemy ship that enters a particular sector, but prevent them from leaving the sector or area around a planet to go kill something on the other side of the galaxy. It would really be nice to leave a little fleet to guard my home planet and the star bases surrounding it without have to worry about them wandering off or having to tediously micromanage.

2)A fleet/ship management interface. I'd kill for this. Maybe, I'm not understanding things right with the rally point governors, but I would really like to have a little interface where I could get a break down of my fleets.

Just a little list telling me their stats, current orders, show me where they are on a little mini-map on the interface and if I double click on the fleet name it will jump to them on the normal map.

It just gets really frustrating when I'm on gigantic and have 20 or so fleets to manage across the galaxy. I know streamlining leads to multiplayer and the argument was made against that. But, I'd like to be that general who makes a few clicks and then watches his military machine go to work grinding galactic goodie goodies to dust with little or no effort on my part.

3) Leaders - I just think they would fit really well.
-An admiral to boost the strength of a fleet.
-A governor to boost the production on a planet.
-A researcher to boost (duh!) research.
-HELL, even a celebrity rockstar or something to increase morale among the populace so they don't see how hard i'm taxing them.
-Or heaven, a mother theresa good aligned character that goes on missions of mercy to really crappy worlds to boost their morale and keep them from rebeling.

I think the idea of small leader characters works good with such random events as the one where a racial leader gets killed while visiting a trade corporation. It seems to make more sense to kill off random leaders more than it does to kill off the leader of a race. I was somewhat confused when the game told me Alan Bradley had been assassinated only to talk about the surrender of his people with him 20 turns down the line.

Also, wouldn't it be nice if you could have your agents assassinate an enemy leader and then blame it on another race.

4) Random Events more balanced when it comes to alignment.

Why is it that if you're good you always have to give up bonuses. If you're evil, you'll be rewarded with bonuses at a cost. If you're good, you're going to have to pay out your nose to rescue the orphans stranded on a planet that's about to be blown up (Oh that's a good idea for a random event. Star goes Nova and wipes out everything in a sector, turning it all into asteroids.).

Can't we balance out the events to you can kind of get some bonuses if you're good.

Well, that's my first post. Cool, have a good one devs. I love the game.



I agree with the implementation of leaders. That would really add to the experience of the game. I think you should have to pay them a wage and you would also have to scout for them among your population so to speak. They shouldn't be given to you on a per turn basis, they should be abundant and easy to access, but slightly expensive and not overly powerful like civs leaders. They should be more like "special citizens" more than "leaders". I like the idea of having tons of prospective "special citizens" to choose from but you should have a limit on have how many you can have hired at a given time, but you could increase your "special citizen" cap by gaining more influence or something.
Reply #344 Top
Cultural starbases should only be allowed to be built in the owners existing influence and 1 per sector. This would pretty much stop cheesy cultral attacks which the AI's currently can't handle.
Reply #345 Top
I haven't messed about with diplomacy much, but from the sounds of it two things could be very helpful:

1) More feedback as to why a race doesn't want to accept a trade. If they think the trade is just slightly one-sided, they should let me know, not just ask to see the punchline.
2) More trade deals from the AI to the player. I've rarely seen the AIs initiate a deal with me, despite their propensity to trade with each other, and I've NEVER seen one ask ME for a treaty, alliance, or to go to war/make peace.
Reply #346 Top
i had the dreadlords offer peace and then gave me all their money most of their tech

and niether one of knew where the other even lived

they declared war becouse of an allaince with someone i attacked
Reply #347 Top
"in the transports your not just taking soldiers your also taking families, wives, girlfriends becouse when you win a surface battle the troops dismantle the troop ship"

But that still begs the question: how am I able to fit 4,000,000,000 people in a transport module, along with all of their belongings? And why would I carry all of their families into war? That's a nice bit of retrospective justification, but it makes no sense. It makes far more sense to separate population from military garrison. Can this be done with a patch or another expansion? I don't know. But it should certainly be done for the sequel.
Reply #348 Top
true transports should be large to make room for all those people and shops and training and entertainment
Reply #349 Top
true transports should be large to make room for all those people and shops and training and entertainment


??

Transports are for troops, for war. Do you think the army guys sent around the world in real life bring their families?

Transports are for battles. When you conquere a planet, you should have approximatly the same population has before (depending on the way you invaded), but with a real support % problem (also depending on the way you invaded). Somebody has already posted interesting ideas about this in this thread. I would add that you should keep your troops that survived the attack in your transports and give them exp for future battles !
Reply #350 Top
Here is another suggestion that I have, now I don't know if this has already been brought up, because I don't have the time to read all 7 pages of posts however, another suggestion is...

Even out the events a little more, like right now to get any great bonus you need to pick the evil side, I think thier should be a few good bonus's for the good side as well, maybe not as dramatic as the evil side however, they should be able to recieve some breaks as well, or have some bonus's strickly for the evil side of the spectrum and bonus's strickly for the good side.

suck as good side only gets planet quality while evil gets loyalty or something of the sorts, While nuetral in the middle gets a little of either however, gets more respect from other races. (deplomacy)

Also make it so it's not just a three option screen but, add a few too it making it a five option. Also once you align with xeno ethics allow you to still make decissions however, if you go outside of your allignment then it costs you bc or morale or other options. Or if you can't do that then just have it show you what you automatically chose, because of your allignment.

Allow one to add new planetary tiles but, have negative effects, more so the more you create and the more good you are, for you would be affecting the natural state of the planet therefore probrably effecting wildlife or global warming or such, evil races wouldn't care as much, however, the more you create the more likely a negative event might occur like planet became to hot planet is no longer habitable, or ice caps melt planet quality looses 45% or something like that.

Well these are my suggestions take them as you well, I just think this could make the game more interesting especially later in the game.