Beta 4 feedback

Forgive if other people have made the same comments.  I played all my test games on Immense galaxy size, tight clusters, abundant everything except black hole frequency and ascension crystals.  

 

UI Comments

  • Scroll wheel speed on Colony Screen is very, very slow going through the list of options for development.

  • Scroll wheel doesn’t work at all on the colonies list until you mouse over a planet, and is slow when it does work.


Playability Comments

  • It would be nice to be able to direct ships on multi-point routes (or waypoints for patrol) via shift-clicking.

  • Colonies needs sort orders (which I’m sure is on the to-do list, but still…) - or find some way to sort by highest research, highest production, lowest approval, where my manufacturering/research/finance capitals are, etc.

  • Perhaps make colonies that are on countdown for takeover have a yellow outline or some other warning?

  • When we get the notice a colony has been taken over (in either direction), it’d be nice to have a way to quickly have the camera pan to that system.

  • It would be really nice to be able to tag starbases, colonies (maybe ships, but that’s not as desperate for me) with notes I type in to give reminders as to the purpose of the colony, starbase, for when upgrade times come.

  • In the technology screen, more of a hint that you can’t research technologies for an age you’re not in yet - I went down a long path cause I really wanted an “Age of Ascenson” tech that I couldn’t even get yet.

  • Scroll wheel on Research Technologies tech tree doesn’t zoom like GalCiv 2.  Only occasionally useful, but would be nice.

  • The colored dashed lines giving turns to get to that point on the path are very nice, but could we get a few more levels?  Up to 5 would be nice.

  • On auto-survey, sometimes multiple survey ships all race to the exact same item - somewhat counter-productive.

  • Some way to prevent my auto-survey and auto-explore ships from entering enemy territory (preferably enabled by default)

  • A way to disable auto-ship-type generation, or some what to filter the auto-generated ships out of the various lists.

Bugs Encountered

  • If you double-click a starbase and do upgrades while a ship is moving, you don’t use up the constructor but it DOES add it to the installed modules list.  It also doesn’t REMOVE it from the to-do list, so you can add the same module multiple times (while I like having Relics providing 330% or more, that’s probably not intended…)  This sequence of events is flakey, at best.
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Oh, and forgot this - AIs (which I know they aren't finished, but) right now value researched techs very, very lowly.  When I can get 20 of the AIs techs for 6000 credits (and I'm at a point in the game where I'm earning 2500+ a turn), that's a little undervalued.  Perhaps scale the value to the size of the active economy (scaled to an average of the total BC earned across all races for the past 10 turns or something?)