Kraegor1977 Kraegor1977

List of Ongoing Fixes/Wants/Needs for Future Patches

List of Ongoing Fixes/Wants/Needs for Future Patches

yes, i realize there are many mods out there that do similar effects to some of these thngs, but I really don't like modding games.

*** Edit ***  I am updating these based on other ideas compiled in this thread and giving appropriate credit to people who either update the thread or improve on an existing idea. 

 

1) Governor window on planet screen should be side-popped and not a new window that overlays (so you can see real time changes on). Also its a pain to open so many windows when doing 50 planet changes right after another.

2) Ship defenses for auto-populated AI ships really should be more balanced. (i.e. use 1 of each defense for the highest you have). Too many 400 defense shields and 700 attack kinetic ships out there. Really puts the AI and newbie players at disadvantage.

3) You really need to look into CPU and Memory usage. Just loading a game will put all 4 cores of my i5 at 50-70% constantly. Not even playing, just sitting there staring at space. Also takes up 16GB of memory and 16Gb of virtual memory just on loadup.

4) Govern option from space screen needs to have confirmation and numbers for (Upgrade Ship of X type to X type). When you click okay and end up -500,000 credits in the hole is not fun.

5) When you -DO- go into the hole in credits, and the auto-governor takes over and converts all your worlds to wealth, can you have it when you go back ABOVE a certain credits, be able to flip BACK to previous what was set for each planet? Going through 75 planets one by one and manually readjusting to each planet type is not fun.

6) Please add the ability to threaten oponents by removing their starbases from my territory. There is currently no option without WAR. Nothing stops an enemy from plopping a starbase right next to your newly discovered triple Antimatter Black hole 5 hexes from your planet. Yet -they- can threaten to have me destroy my starbase in their territory.

7) Towards late game, please have AI ability to understand credits. Too many junk screens popping up asking to trade 10 antimatter for 150 credits, or offering 150 credits to goto war with the 2nd biggest opponent in the game. If I offer them 150 credits for ANYTHING I get laughed at.

8) Please add the ability to show/hide ALL ship plans on the ship designer screen, not a hidden away option in the settings menu.

9) I would love if all my Survery ships and Scout ships would not all eventually end up in a deathball clump fleet in the corner of the map. I know the AI wants to survey or look at the nearest unexplored sector, but can't they be like.. oh X is headed that way, so I will head Y.  Also they "auto" join fleets if they land in the same square while on auto pilor. This should not be.

10) I would love some sort of functionality that I could "upgrade" ships and retrofit them using maufacturing military points while parked at a starbase/shipyard instead of only credits.

11) I would love a notice of X declares WAR on you! Instead of -sometimes- getting a popup that says "We are sick of you" since you know, it almost is identical to the notice saying "We are almost sick of you!". There have been several times where I just get attacked out of the blue, for no reason, without even knowing I was at war.

12) Why are war animations (when you skip battles) so damn slow? I can start a battle, then skip to the end of the live play faster than if I just skip the battle scene. (Explosions take especially long).

13) Please give colonies the "do not notify if idle" ability just like shipyards and such. Sometimes I dunno WHAT i want to build there yet.

14) Can we have the option to block certain messages? (Trade Requests, Friend notifications, etc?) I really hate being spammed by "Yes, we love your path you have chosen" by 30 different opponents.

15) Can you please clean up the way the tech tree display is? Its gawd awful and hard to see. It really needs to be redesigned.

16) On trade screen, can you -PLEASE- for the love of god, put specializations with the name of the research when its listed? So instead of just saying "Missle Capacity" can you put "Photon Torpedo Specialization - Missle Capacity" so I don't have to mouse over every single tech to see if I have it or not.

17) Speaking of tech trees, can you please sort them out alphabetically, or by worth, or something? Hard to trade techs not knowing what X is worth or where it is.

18) Would love on the trade screen if my ships could be sorted alphabetically. If I want to trade away all my low level Scout ships, i really don't like sorting through 500 ship names to do it.

19) On the main play screen on the right side where you can list your planets and ships. Can there please be a drop down to choose type of ship? (even assault, scout, escort etc) would be nice. Looking for 1 specific ship in a sea of 500 is not fun. Or better yet, have a dropdown of all current types of ships (like the govern screen)

20) Dreadlords and Spacemonsters and such have popups, but Peacekeepers don't? And why do Peacekeepers declare war on me when I am not at war?

21) Fleet Upgrading - I can decomission a fleet, but I cannot upgrade a fleet. Would love this option on Fleet Description window. The only other way is the Govern window, which.. I have explained earlier sucks.

22) Why is it so easy to defy U.P. proposals? Some minor little race has an issue with it and the whole U.P. vote is thrown out the window? NATO doesn't stop sending aid to Thailand just because Botswana doesn't like it. Please make only MAJOR (like top 5) able to defy the vote or something. I hate having to wait another 100 turns to bring up another vote for something. Majority really should rule. Defiance should just mean you are "Exluded" from the effect of the vote or banned from the U.P. and left on your own or something.

23) Can we have an option to have custom built ship designs to be upgraded via a button? (i.e. have harpoons upgraded to photons, and shields upgraded to barriers, etc?) Not anything new thrown on, but just replace existing parts with their newer components? I really don't like redesigning whole new ships when I get a sensor, shield or weapon upgrade.

24) Starbases really need a tune. This is a whole section in itself:
- Make them more powerful/defensive (1 small ship shouldnt take out a starbase)
- Maybe give the option to "sponser" them like shipyards so you don't have to build constructors, but have them take production from planets for upgrades?
- Please make them moveable. Give a mod called thrusters or something that can move them 1 square a turn or something.
- Too many to list now, will talk about this later.

25) Survery ships.  Can we have an option to "Only explore Capsules/Artifacts/Graveyards/etc? Like a little Check next to each one? I am really tired of half my surveyors ending up on a wormhole on the other side of the universe.  Also having my armed surveyors still ignore Ship Graveyards.

26) Anomalies: Can we have like different colored anomolies or something? Or a differnt icon? Especially wanted for Wormholes and Ancient Precursor Anomalies would be awesome. 

27) Ship sentry.  Can we have a "smart" option for this? I really don't want my sentry notified because a friendly race Trade Freighter is on its way to my world.

28) Trade Ships:  Can we please be notified that a trade route is connected, disconnected, destroyed or something? The only messages I get are from my first trade route or if I already established a route with that colony.

29) Trade Route Highlight:  Can we have a clicky or something that will highlight a traderoute (large green lines on the map from point A to B)? Makes easy when I am sending multiple freighters out to not duplicate sending to the same planet.

30) Can you look into having multiple ideology paths? I choose Pragmatic first, but then follow up with 5 Malovelent choices and sometimes other races still see me as Pragmantic flagged when I am not. Maybe this is just an initial flag, but.. kinda shouldn't be.

31) Intercept Action: While a ship/fleet is on "Sentry" duty that it will automatically attack enemy ships that are in an "at war" state with you, or Pirates/Dreadlords etc that come within its visual range. - Per ll187

32) Tech Trading UI: Have possible color coded or information about Specializations already researched of a different type (listed in X color) and have techs that are ahead of you listed in Y color etc. - Per Syrkres

33) On Governor screen have a tab for Colonies with a list of colonies and a mini-local governor screen that you can just click on a planet and see the local Governor on the right hand side. And optionally have a checklist of colonies that you can have click each one (to choose multiple colonies) to have X local governor of colony selected to produce Y resources (research, wealth, military etc)  - Per admiralWillyWilber

34) Have the ability to create overlay of highlight (like big green/red/blue lines from point A to point B so you know where to send ships/supplies/trades) or be able to put large overlay markers on the map that show up on the mini-map so you can click there and find those markers easy for setting goto actions for fleets. - Per raybenjamin

35) Starbase templates. Like ship templates, but for starbases. - Per raybenjamin

36) Possible tactical control in battles. Allow to set priority targets at beginning of battle that your fleet will attack first/second/etc. - Per raybenjamin

37) Allow some sort of sorted control for going through planets and starbases instead of just created by time (like nearest, by name, etc) for easier management on a click through basis - Per raybenjamin

38) Allow raiding/resource capture etc so that when races/Ai/pirates "attack" starbases and planets they can choose to loot resources/money/etc instead of flat out destroying them (this also gives an added bonus that keeps planets/starbases alive longer for you to defend them AND gives the bonus that you can "farm" a race for resources to a certain point but a limit would have to be placed to make sure this wasn't abused by players) and the gold/resources/research can be used to bolster their own research/ships/planets (think of it like capturing an anomaly and getting resources/research/gold but it takes away from the race and gives it to them) - per raybenjamin

39) Ability to capture starbases or even the ability to capture ships (like the racial feat does) but perhaps with more risk to your ships, instead of destroying, they can be set to try to "capture".  They may take X more damage but have a small or increased chance to capture ships if commanded to do so. - per raybenjamin

40) Planetary Notifications have a select menu that you could have planets notify you if: -per cjwsaucier

- There are unimproved terraformed spots open on a planet
- There are upgrades that are available on current improvements
- Population space running low

 41) Have a built in notification alert that when you send a colony or trade ship to a planet that one is "already en-route". Too many times may have 2 or 3 colony or trade ships going to the same planet.  Alternatively, be able to "auto-colonize" or "auto-trade" option by clicking on the planet to queue up the appropriate ship like you can with starbases and constructors. - Per cjwsaucier

 42) Upon loading troops/colonists into ships please have the popup for population notice display what ship we are loading into (or at least say loading troops or colonists) - Per lordduzi

43)  Civilization 5 has options to "turn off attack animations" and "quick move animations"  would be really awesome if we could have the same.

51,039 views 52 replies
Reply #26 Top

Quoting cjwsaucier, reply 25


Quoting trims2u,

Adjacency bonuses for the DR/TDA/PR are pretty much irrelevant. And having to have a given specific resource is indeed a good idea. But they not well balanced - before this latest patch, they were of very dubious worth in any case, and now, they're stupidly Overpowered.

What is important is the  +8 bonus it gets to the base, and then the +1 bonus for each level of the DR.  Both are *massively* overpowered, because, as I pointed out, they're going directly to the base Manufacturing/Research/Income stats, and then get to benefit from the ever-increasing % bonuses from everything else.



 

I wouldn't call that overpowered. I would call that VITAL to imperial growth. It's not unfair if every faction has the ability to use it. 

End of cjwsaucier's quote

 

Overpowered is more than just "not all races have access to the X".  It's also in the context of "X is far more powerful than anything else available, for little extra cost".   Name me one other improvement that:

  1. Costs so very little for such a very large set of bonuses
  2. Can be built everywhere
  3. Provides a substantial bonus independent of the Production Allocation Wheel's settings

These improvements are radically better than any other "ordinary" ones (i.e. the ones of which you can build multiple-per-planet).  They're also far, far above the one-per-planet buildings in power, yet cost substantially less.  And they're even slightly more powerful than the one-per-empire projects (E.g. Manufacturing Capital).  The *only* thing that is more powerful than these is the One-Per-Galaxy special things.

Compare the Durantium Refinery to the Manufacturing Capital:

DR:  1 per planet

MC:  1 per player

DR: 150 cost to build + 1 durantium

MC:  227 cost to build

DR: +8 to base manufacturing

MC: +200% to manufacturing, +25% to influence

DR: 0.5 maintenance

MC: 2.3 maintenance

DR: +1 base manufacturing per level of building

MC: +5% manufacturing per level of the building

DR: +2 adjacency bonuses

MC:  +3 adjacency bonuses

 

In short, the MC costs 50% more to build, can only be built once, is 5x as expensive to maintain, and doesn't cost a durantium resource. 

It takes a LOT of Raw Production to overcome that +8 bonus, since you can't really get more than 50% of Raw Production to a Manufacturing (coersion nerfs anything higher).  In short, a planet with the exact same configuration of factories means that one with a MC needs to have at least 6 more Raw Production than one with a DR to have the exact same Manufacturing output.  It's a little better the more adjacency to the MC you can get, but it gets *much* worse the higher the total % bonuses from all other manufacturing buildings get, plus made worse by the fact that most people aren't going to run the Production Wheel with more than about 40% to Manufacturing.

So, we're looking at a scenario where the DR/TDA/PR are better than ANY other improvement you can build, with two exceptions:  any Galactic singleton, or certain configurations of the one-per-empire buildings.   All the while these buildings enjoy far cheaper build costs, and much higher availability.

That is the definition of a over-powered item. It's significantly out-of-line when compared to any other available improvement.

Reply #27 Top

"If you think the Doom Cannon is too powerful to build, then don't build it" - Mallory Lloyd

 

Seriously. If you think something is overpowered, don't use it.  Unless you are playing multiplayer games and you have issues with them using it.

 

I doubt any serious hardcore GC3 player here would say "Nerf the AI" as we all want the AI to be smarter and better to provide a challenge.

 

So this topic of discussion is -very- off topic and weird to me, as why would you want to nerf yourself when you can just restrict yourself from building it?

 

P.S. Everything you "want" to do to the tile improvements can be done via XML coding by just swapping a couple numbers. You don't need to nerf EVERYONE across the board in all cities and nations of the world because you are unhappy with 1 improvement that you can fix yourself.

Reply #28 Top
Quoting Kraegor1977, reply 27

"If you think the Doom Cannon is too powerful to build, then don't build it" - Mallory Lloyd

Seriously. If you think something is overpowered, don't use it.  Unless you are playing multiplayer games and you have issues with them using it.

I doubt any serious hardcore GC3 player here would say "Nerf the AI" as we all want the AI to be smarter and better to provide a challenge.

So this topic of discussion is -very- off topic and weird to me, as why would you want to nerf yourself when you can just restrict yourself from building it?

P.S. Everything you "want" to do to the tile improvements can be done via XML coding by just swapping a couple numbers. You don't need to nerf EVERYONE across the board in all cities and nations of the world because you are unhappy with 1 improvement that you can fix yourself.

End of Kraegor1977's quote

WTF does nerfing the AI have anything to do with this? That wasn't even suggested.

 

I can't believe we're having that discussion again. We hashed it all out when the topic of Sensor Boats was hot.

Why have StarDoc do anything? They've made a system that's customizable by anyone, so why bother to have them make ANY changes?  I mean, just have them put out feature release, and leave the balancing and playability up to the community, right?

So why did StarDoc change the DR/TDA stats from when they were introduced, and what's the PR doing there at all?  Hmmmmmm...

The point is that 99% of the audience isn't going to mod something, and you want to make the base game without any obvious exploits or serious balance issues.  It's a serious sales problem if the pitch is: Buy GC3, then go here to download this X and clicking through 6 pages, and get that Y over there, and open this file to type in Z here, in order to get a nicely balanced, fun game.

The new DR/TDA/PR are seriously unbalanced, and need to be corrected; just like the old DR/TDA were seriously unbalanced (in being *under*powered).

The "don't use it then" mantra is as dumb as the old Patient/Doctor joke: "It hurts when I do this..."  "Well, don't do that, then..."

Reply #29 Top

There is a difference between "It hurts when I hold something doctor" and "It hurts when I bend my fingers all the way back like this doctor"

One you can help, the other you need to survive. If this was the fact that the colony capital was quadrupled in effect in a new patch, something that is placed down that you cannot help, and made numbers go crazy through the roof.. I would agree with you.

You are either suggesting the player is using it too powerfully, at which case, you can edit it in the XML code in 10 seconds.

or you are suggesting the AI is using it too powerfully, which almost no one has an issue with except for newbies.

People complain about Carriers because the AI makes a ton and they destroy. If someone complained carriers are too strong for players, i would say the same thing, don't build them.  I don't. I hate carriers. There is a cheat code screen in the game, anyone can use it, but I don't.  Should this be removed too? Just.. because?

This complaint is acting like its breaking the game when all its really doing when you get down to the math is giving 10-20% extra base manufacturing mid to late game.  I don't know about your worlds, but some of my manufacturing worlds have 100-120 base manufacture wtih significant population mastery and reasarches.  Early game, yes its powerful, but you sacrifice valuable resources to do so.

I understand everyone has their own right to feel and say what they want about the game, but I have not in all the years of playing this issue was incredibly overpowered or crazy.  Maybe thats just me.

I respect your feelings and thoughts, but of the 5 people that have posted on this issue in reply to you, none have said "I agree with this statement." All have said I do not think it is as powerful as you make it out to be.  Maybe this will change in time if this topic gets hot, maybe you will get more supporters, I don't know.

Reply #30 Top

I would like to see the AI tweaked to make more use of special buildings. I think another pass on how they build planets would be really good, as well as further improvements.

 

I really like how the gal civ 3 AI has shaped up -- it's pretty good, even if there is more room for improvement.

Reply #31 Top

this is an old post regarding the map editor but its a list of things that need to be added as well.

i got a chance to play with the map editor over the last couple of days

so the good news is i havent run into any bugs so far although my playing around with it has been fairly basic.

 

the bad news is it needs a ton of work mainly missing features and options

1)

ok so first we need to get some basic editor tools in here

cut
paste
copy
move
delete *

these should all be 1 button keybinds

i need to be able to select and press 1 button to delete things its extremely annoying to have to select it with the mouse then move over to delete and then back to yes for confirm.
if you place 20 objects and then realize their in the wrong spot your screwed.

 

2) being able to select multiple objects at a time.

this goes with the whole cut, copy paste thing of number 1 id like to be able to design a custom starting area and then just copy and paste the whole thing to different areas of the map 

 

3) planetary editor

a) planetary preview -  preview the planets ( while i understand that many of them have somewhat random layouts there are also some that are specific) if i want a planet that looks like a certain way and cant remember if its iridia or iconia id like to be able to load one up and see what it looks like

B)  tooltips - there are a lot of planet traits and bonus's having a basic tooltip to tell what they do would go a long way to helping me choose the right ones

c) colonization events - you should be able to define what colonization events will occur on certain planets

d) colours - being able to define the colours that a planet uses would be usefull

e) set certain tile's to have certain bonus's

 

4) anamolies 

need to be able to define if they are or are not guarded by pirates.

also would be nice if i could somehow set a level of guarding from light to masochistic 

 

5) nebula's

need to be able to select a size and shape for nebulas

eithar by having predifined nebulas i can select right down to a 1 tile nebula to build custom shapes or by being able to click-drag/shift click and then press nebula fill to make custom designs

 

6) units

we need to have the ability to place starting units even if its limitied to only the base starting units (surveyers probes colonizers and constructors)

 

7) define who starts where

right now we have 4 options for worlds

none
random human
random AI
random Human or AI

if i want to build a map that has the terrains starting on this planet and the drengin over there and the yor here and player one there. the only person i can actually place where i want is player 1 as long as there is no player 2 

 

End of quote

Reply #32 Top

While I think the Map Editor is a vital piece for a some players, I personally have never used it, and rarely do in games.  So I won't be updating this post with map editor requests as I do not think I could do them justice in describing what needs to be repaired.  I will leave that up to people more awesome to me to post and refine a collection and requests in their own dedicated Map Editor post.

Reply #33 Top

Not sure if it's been mentioned, but I would like to see queueing of Research instructions become possible, so you could say research this tech, then this one, then this one and so on and not need to babysit your research each time.

Another thing which I think is vital and which the game badly needs is to some way to visually check your status when you are suddenly whisked away to a planet screen or similar to make a decision. At the moment you have to make many decisions based on memory alone.

 

Reply #34 Top

Fix the Diplomacy and Design screens to close when you hit Esc -- just as the rest of them do.

Reply #35 Top

If I enter the ship designer from within the shipyard... return me to said shipyard on complete of new design... there is a good chance I might want to build my new design :)

Reply #36 Top

Remember the list of things that happened, were built on the turn, or just needed your attention? (Like foreign ships in your space) Put it back. It made it easy to keep track of where each of my 40+ colonies and shipyards were focused.All I get now are a bunch of "Idle Colony" or "Idle Shipyard" notices. When I've got a half dozen or more colonies all finishing production within a turn or two of each other, especially if I'm shifting focus from say econ to research (or any other changes), that little list was like having my Grand Vizier giving me a weekly progress report -- made life easier.

 

You keep putting in useful things and then dump them in following releases. Inconsistency is not helping me appreciate the good stuff you're putting in. But hey,  maybe if I wait long enough you'll put it back in like the golf ball (or whatever we're calling the econ adjustment thing).

 

Reply #37 Top

Issue: This is a bug, but I think I've got the problem identified. The issue is newly designed ships changing mass after their design is implemented and in production.

When it happens: Somewhere between game log-off and game log-on. Technology is usually high enough for Large and Huge hull designs. I haven't seen it happen in early gametime.

What happens: Ship design disappears from build list. I found the missing ships when I toggled "Show ships that are over mass." (or whatever)

Why it happens: Probability 1) Bonuses for traded technology that decrease the mass of modules are somehow lost from the calculations. 

                      Probability 2) Factors involved in mass calculations that were available during previous game session are somehow lost during the savegame or ignored due to a database conflict.

The issue only seems to affect player designs. I have not observed the disappearance of game-provided designs.

Huge ships are gaining 15 mass points

Large ships are gaining 12

Medium ships are gaining 5

Small and tiny ships are gaining 3.

Conclusion:
I believe that this bug may be a database conflict caused by traded technology. Let's say for example you researched for 'Rapid Fire Missiles' and traded for 'Missile Miniaturization.' They are options. If you research for one, you can't research the other. But you can trade for the other. However somewhere in the save game process when exiting the game, either 'Missile Miniaturization' is lost or upon startup, the calculations fail to audit this technology because it has already audited 'Rapid Fire Missiles' as your bonus for that level of the tech tree.

In my experience of this problem, I can eliminate other weapon types as the problem because I haven't fit my ships with any weapons besides missiles. So the data loss may be occurring in missiles, defensive modules, sensors or logistics. I can also eliminate propulsion and life support modules as the problem because some of the ships that gained mass had neither of those. 

I hope this helps.

Reply #38 Top

It may not be that they are gaining, but rather you are losing. The "Trading Resources" for military give you additional Mass, so if you design a ship while you have that resources, then either trade it away or lose it back (after getting it in trade form other) it will adjust your mass.

Reply #39 Top

Quoting lordduzi, reply 38

It may not be that they are gaining, but rather you are losing. The "Trading Resources" for military give you additional Mass, so if you design a ship while you have that resources, then either trade it away or lose it back (after getting it in trade form other) it will adjust your mass.
End of lordduzi's quote

Nope. That did not happen. I haven't traded any resources nor lost them due to conflict in this game.

Reply #40 Top

Losing ship design happens to me when:

 

- I redesign a planet resource that gives my ships +capacity

- I loose the monosodium whatever trade resource that gives my ships +5% capacity

and other things like that

 

If the ships you are "losing" are built to MAX specifications (like almost every capacity point in there) check it out.

 

I figured this out because I was like.. why am I losing ship designs?  Then I made one with just a few parts and didn't loose it.

 

 

Reply #41 Top

Yep, with all these, ahem, "improvements" being suggested, some of them are not "nice to have" but pretty much "necessary". This game is still not finished, even a full year after release. That's pretty sad, really. :(

I'm not sure this has been added to the list: Waypoints. You know, some way to tell a ship to go THIS WAY instead of arbitrarily THAT WAY. It would be... Revolutionary.

Also, "eject ship(s)" should be changed to "New Fleet" and the new fleet should be selected AND on top of the stack afterward. Right now the way it works is asinine: You "Eject Ship", which means, if you really think about it, that the original fleet is still selected. However, the ship you just EJECTED stands on top of the stack. So what you SEE on top, is NOT what's selected. But every other instance of something being selected, it is shown on top. I can't begin to say how many times this caused me to lose battles, sometimes wars, and yes entire games because of this completely asinine and inconsistent way of doing things. The concept of "eject ship" is what it is. But "New fleet", with it both ON TOP and SELECTED would have the advantage of clarity and obviousness.

Reply #42 Top

I would have to say if a building took me greater than a hundred turns I just wouldn't use it in early game making it useless to build starbases to collect resources in early turns. This is more of a problem for the Ai. who wants these resources. A complaint a lot of players made in beta. Remember that Stardock probably wants these resources more valuable than the other buildings. A nice solution to your problem would simply have these buildings increase in abilities with some kind of leveling system. Maybe based on influence, population, number of turns since planet been colonized, tech age your in game, number of turns been playing game, or number of planets colonized. Again if you make a building to hard to build I just wouldn't build it. This would make resources useless to bother with except for trading.  

Reply #43 Top

What would be nice if for things like upgrades, we could set "Default" upgrade to. So when we open the upgrade menu, it defaults to the selected default upgrade, this would alleviate us having to scroll through the list to find an upgrade every single time... argh...

Reply #44 Top

I would rather global options for this, so I don't have to here for each planet to shut it off.

Reply #45 Top

Sorry not planet upgrades, but rather ship upgrading. Also a hot key for bringing up the Upgrade selection.

Reply #46 Top

Ok then I'm going to write a disclaimer i was talking about planet improvements.

Reply #47 Top

My Suggestions:

- More than 1 transport in a fleet  (the Ai should be able to do pre-invasion math, so it can send an appropriate number of transport ships, because no matter how many times you try, that 3 pop ship can't take a 30 pop planet, unless using invasion tactics).  This seriously hampers the Ai's ability to militarily expand.  It shouldn't take a 12 planet empire 100+ turns to conquer a minor race world.

- Garrison captured planets better

- Invasion target priorities - don't just invade the closest one, but the best one the Ai can reach.  Priority based on planet class, with precursor type worlds on top.

- Make the Ai able to use the population slider, both for more efficient invasions and colonization.  Set a maximum based on the population of where the ship is coming from, especially early game, so it doesn't depopulate its homeworld to rush colonize.

- Define alliances better, and implement them so the Ai actually uses them, and they actually make a functional difference in gameplay for everyone.

- Bribe values for me going to war should be on par with what humans get charged to do the same, with the same variables.

- Make the Ai fully affected by FoW at all difficulty levels.  Give it some other bonus to compensate at higher difficulties, such as improved mining efficiency or starbase effects.

- Better ship blueprints - less focused on defense (especially on transports), more engines (especially on larger maps)

- How the Ai values certain tech in trade should be modified by the racial preferences of that race.  For example, Altarians would pay more for +research/precursor tech, Drengin would pay more for weapons/ship tech, Yor would pay less for food/growth tech, etc.  GC3 has gone to great lengths to differentiate the races for better gameplay immersion, and for the most part it works.  But they all trade the same....kind of breaks immersion.

Reply #48 Top

In my last game I wanted to try for a conquest victory, but along the way, I allied with two races to keep them pacified while systematically beating the other two races into submission and annihilation - and just as I attempted to attack my nearest ally to keep the game running, I couldn't. I couldn't break the alliance and ended up with another peaceful victory. Disappointing.

 

Bottom line: I want to be treacherous sometimes and make alliances to break them later on. 

Reply #49 Top

Have to be careful with how you break alliances. Otherwise if an AI can break it at any time, whats the point. Should have a cool down period sort of like a "peace" accord, that you can't/won't attack for x turns.

 

As for another game feature that would be cool, would be move terrain building. That is so often I conquer a planet to find a cool structure I would love to take advantage of, but the AI put it in such a stupid place, it's better to destroy it. It would be nice if we could "move" the structure. I would even be happy if it took twice as long as building a new one "take it down gracefully (so you can rebuild it), build it back up" in another location.

 

 

Reply #50 Top

Quoting Syrkres, reply 49

Have to be careful with how you break alliances. Otherwise if an AI can break it at any time, whats the point. Should have a cool down period sort of like a "peace" accord, that you can't/won't attack for x turns.

 

As for another game feature that would be cool, would be move terrain building. That is so often I conquer a planet to find a cool structure I would love to take advantage of, but the AI put it in such a stupid place, it's better to destroy it. It would be nice if we could "move" the structure. I would even be happy if it took twice as long as building a new one "take it down gracefully (so you can rebuild it), build it back up" in another location.

 

 
End of Syrkres's quote

 

Im more for that they make the AI smarter when its comes to placing those Improvements,

then there would be no need for this ;)