A couple comments

Nice game but ...

1. Loading colonists onto a Colony ship is incredibly annoying. If all I want to do is load 300m colonist, it becomes a serious headache, especially if that world has tens of billions of citizens on it. The minimum amount allowed on the scrollbar is in the billions.

Either that or I have to load in a minimum of 10m onto the colony ship and then use a transport to load in what I want. But that's an additional ship construction that I might not want.

2. A listing of all available planets, most especially including those not colonized, would be extremely helpful.

3. Adding in an option on the Govenor screen that would allow mass toggling of the "auto launch" checkbox would be extreme helpful.

4. Listing all of the modules **unbuilt** on a starbase would be extremely helpful. I generally like to build up the military and social manufacturing modules but it becomes cumbersome to have to check each and every starbase one by one.

5. Some kind of notation of the production and trade bonuses for starbases on the ship list screen would also be very helpful.

The game itself is kinda fun but the user interface still needs work. The biggest issues are those where you have to scroll or navigate in order to accomplish simple actions. Scroll bars are useful but there are many times I'd trade the scroll bars in for the simple ability to just type the damn numbers in.

mcdeath



164 views 10 replies
Reply #1 Top
even just 1 and 3 would make me happy...

:)
Reply #2 Top
Some feedback...

1) As far as getting an exact number on your colony ship, ease off the micromanaging. Drag the slider to 0 and add 10 or 20 colonists just as you do now, but don't worry about a follow-up transport. The planet will grow. Give it time. There are plenty of other things to worry about. Or if you’re colonizing in an undisputed area, load up all those eager beavers and don’t let the unrest bother ya. That too will pass.

2) You must be playing with a lot of planets. I can't say much here because I play rare and typically have less than a dozen planets to manage.

3) Oh that's a good one. I'd like a mass toggle switch for auto launch too.

4) Nitpicking modules on a starbase is also a micromanagement problem. Send your constructors where you “feel” like they’re needed. If you’re wrong, no biggie, just send the critters somewhere else.

5) Notation on starbase listings eh? Hmmm... well if you can direct constructors by right-clicking on the list, that’d sure be swell, wouldn’t it? Say, that’s a nifty idea you’ve just inspired...

Additional suggestion for Stardock: make it possible to direct ships to starbases or ships via the ship list! :D

concluding comments) Yes, I think every number entry should have an easy way to just type in the amount you want. As far as an overall assessment of the user interface, any user interface could stand some improvement. I think if you really enjoy GalCiv, you’ll just get used to the inconveniences. :)

KitWarrior, Assistant Counselor of the Macromanagement Office
Reply #3 Top
mcdeath,

Regarding Issue #1. You CAN set any number of colonists you want, with only a couple of extra seconds' work. Move the slider bar to 0, then use the scroll wheel on your mouse to set any number you want.

I admit it would be nice to be able to type the number in directly...
Reply #4 Top
:SURPRISED:

oooooooooooo...

Look at that! Rollin' rollin' rollin! Keep them colonists rollin'! CRACK!!! Rawhide! :notsure: Where was I? Oh yeah... The wheely thingy even has an effect on tributes. Wow! This works in more places than I thought. :D Thanks Ben!

KitWarrior, Assistant Counselor of the Macromanagement Office
Reply #5 Top
The wheely thingy even has an effect on tributes. Wow! This works in more places than I thought.
End of quote


Yeah, but it's not as useful when dialing in cash, influence points and such because it "jumps" - it uses increments other than 1. It's almost easier just to use the slider bars there...

Oddly enough, you CAN type numbers in directly on the diplomatic screens, but I don't have the patience to type in a number, see if an offer stays green, type in another number...

The wheel does help in a few cases in this game. Darn shame about those poor chaps with a Mac and a one-button mouse with no wheel. But that's what they get for holding the graphics arts industry hostage.

Look at that! Rollin' rollin' rollin! Keep them colonists rollin'! CRACK!!! Rawhide!
End of quote


Apparently the Assistant Counselor of the Macromanagement Office has recently plundered a shipment of booze. It's only Thursday...easy on the beverage consumption...
Reply #6 Top
1. Yes. We've got a keyboard, let's use it.
4. A governor for starbases would be welcome. When building a starbase, you could have the option to say which governor rules it, and add an auto-pilot option for constructors (preferably set at planet/governor level) to specify all constructors built here are to be used to fill the nearest unfinished starbase. You'd just have to handle the constructors headed for far away important or manually controlled starbases.

For all governors (starbases included), a log of the planets(starbases) controlled and how far in the build list they are could help.
Reply #7 Top
Loading colonists onto a Colony ship is incredibly annoying. If all I want to do is load 300m colonist, it becomes a serious headache, especially if that world has tens of billions of citizens on it. The minimum amount allowed on the scrollbar is in the billions.
End of quote


There is a ship mod that our Holy Lady placed in the library. That might help...
Reply #8 Top

You can direct ships using the ship list.  I use it a lot with the tactical map, particularly for sending out constructors.

Bring up the ship list, hit F9 to bring up the tactical map.  Select the ship you want to move, right click where you want to move it.  When you leave the tactical map, the ships whose destinations you set will start to move. You can do it without the tactical map, too, but I find it more useful with the tactical map.

As for colony ship troubles, download the mini colony ship from the library.  It has a max capacity of 1000 like the transports, but is otherwise the same as a normal colony ship, so you won't imbalance your game. It'll be easier to micromange the number of colonists on it.

Reply #9 Top
Ah ha! Teaching the ol' Kit new tricks again. But I was thinking along the lines of right-clicking on the ship names within the list to set a destination. That would work well if more information was provided on starbases. Well... the ship list, tactical map, and even function keys are things that I rarely use so... what do I know? I haven't even tried 1.49 yet!

KitWarrior, Assistant Counselor of the Macromanagement Office
Reply #10 Top
Kit: ahh, so you could set a ship as a destination? Well, you could use the ship list and the tactical map to find the ship, put down a rallypoint there, and then set the rallypoint for the ships that you wanted to send there.