You may consider this whining -- but in the past Stardock has set the bar that much higher ... I simply can't help it but feel a bit disappointed -- feels like a good "early access" game still over a year after first release on the Epic store -> the many simple UI-related annoying glitches that worked flawlessly in GalCiv III and are not game-breaking but so obvious... has QA started the holiday season early...?
But first let me give you a big "thank you" for allowing to transfer away from that Epic store back to steam with only a partial fee for the "Supernova" upgrade instead of having to pay full price -- won't buy from Epic ever again... hate unwanted advertisement popups on my main screen and crappy configs refusing to function on a "dns-sec only" paranoid-security setup, probably for spyware/tracking and advertisement reasons(?)...
here's a first incomplete list of problems from my few games since upgrading to "Supernova" Edition over the holiday season:
- ship designer, advanced design mode: after choosing a part, that part "deselects itself", i.e. is no longer highlighted and cannot be affixed anywhere until you start over by right-clicking (manually deselect) and carefully clicking (hold long enough, hit "the right spot"?) the part again, and no - it must not only be marked as chosen (greyish) but really highlighted (brownish) else what is shown at your cursor cannot be placed anywhere
- ship designer, advanced design mode: adding a new part to an item may sometimes (sorry, couldn't yet figure out how to reproduce this reliably) cause the properties of another part already affixed to the same item to reset (i.e. rotations and offsets revert to "all zero")
- planet screen: avoid using the nice forward/backward arrows to go through all your planets -- it only leads to graphic/update problems... examples:
- planet with high population (have to scroll to see all citizens) causes "hidden population" on next planet after switching to it
i.e. the last line scrolled to had only two citizens? on the next planet, all citizens' icons on the last row after the first two are not shown, but are there -- you can still mouseover the empty space to see their stats...
- planet has some "only once per colony" type buildings? those not-yet-placed buildings are no longer shown as "available to build" on the next planet switched to, sometimes they are there (mouseover the empty space shows something) hidden, sometimes not even that
- invasions planned? the prediction on the lowest part of the "target planet info" does not update either....
it showed "5 months required" so I merged two fleets and nearly doubled my strength doing so... mouseover same planet again and it still showed "5 months..." but when actually triggering the invasion by right-clicking that planet anyway the popup afterwards told me "3 months" ah... ok...
- some of the artifacts simply do nothing? example: the "lower planet defenses by 250" one did not work on a "cosmic contaminant" core world
....or is this one expected to work only on "the other normal" races(?) if so - tell me, that kind of artefact is not easily replaced!
- some explanation text is wrong or the intended bonus/restriction is not actually working:
- "Planetary Mainframe" says "Cannot be build on your homeworld -- maybe it was that messed-up custom race (see below) but it is on my homeworld, so maybe someone did not actually check for "homeworld" but for a specific type of capitol city instead (see below)??
- some tiles I encountered seemed to be at least labeled with the wrong icons and/or texts
found a "+3 tourism" tile named "Fluorescent Forest" that actually gave +3 entertainment bonus instead or maybe on top of it? (didn't try that)
- found some tiles with that "teardrop"(food) or "diamond"(wealth) icon that also gave a different and/or additional bonus like mentioned above
- I use my probes with "overlap" regarding the sensor ranges at the map's edges in order to prevent exactly that phenomenon, but clicking on the "auto explore" button seems to always find a partial hex at the map edge it needs to visit... and by the way: why does that auto-explore button still want to "land" on an empty tile even though the sensor range is 20 and thus it could stop 18 to 19 tiles before actually reaching it - sheeesh
- Map generation underwhelming: with "few" or "several" sectors and also wanting "distant" placements for civilizations seems you always start on a bigger sector -- at one of the first tries on normal difficulty (!!) I got just 2 other civs in my bigger home sector sector, which only had single-ressource-per-star nodes in that whole sector, except for the Luxar ("Belbright") which got 2 Thulium, 2 or 3 Durantium and 2 Promethium all in within their home system... WTF? seemed justifiable to immediately abort that as unfair - if you allow that on higher difficulties, fine, but on "normal"? gimme a break!
- Seems you took away the separate configuration options for nebula and black holes, so you are always at the mercy of the standard map generator when it somes to the relative scarcity of Antimatter and/or Elerium... why?
- Oh and by the way.... you may call this a malicious insinuation, but -- were all the many new map tile types only added in order to fragment a planet's surface to hell and back, so no human could exploit the terrain boni sufficiently well anymore and hide the fact that the "AI" simply never could keep up with a human in this field (still cannot), as well
?
- very important point: IMHO you messed up the "custom race" setup, because certain things are not always determined by the same options and thus you allow "cheesy cheat" setups, even without consciously planning for it:, as I accidentally (honestly) found out on second try:
- why is it even possible to get multiple "capital city" type buildings reliably on every core planet and thus overpowered bonus in early game?!!
try combining "spores" ability and "silicon based" biology - you always can build both of their respective "capitol" type buildings on each planet...
why not always determine the capitol type by the same (race, biology, whatever) option in order to avoid something like that?
....and when you get that "civil war / revolution faction" event, the respective planet comes equipped with that "standard" capitol and adding your two "native" ones you can build even 3 types on the same planet
- why do I get to choose the "citizen" type/race for my custom setup, when that "spore tree" capitol on building always adds 2 "baratak" citizens anyway, regardless of the above mentioned choice?
- as soon as you play truly large games, some click-intensive nightmares make you really miss some quality-of-live- UI features....
- what about a truly user-friendly "trade search" hidden in some sub menu or button - just like the "relations" overview (the "who is trading and/or at war with whom" one) -- i.e. why do I have to click manually through 20+ civilisations one by one when all I want to know is "does anyone has some _insert_special_ressource_here_ up for trade for whatever unreasonable price", so I can finally build that special building I want/need?
two final points that certainly are depending on one's personal point of view - I hope everyone can easily agree on most of the above ones...
- many options do not make any sense at least to me ... so maybe, no probably, it is my preferred playstyle?
- ever since first release on epic I always ignored "food" as a ressource completely and never got into any problems (ok, never played Mimot
, so there's that) whatsoever, never used any food building except for population-neighborhood-bonus reasons (that special +3 pop galaxy-unique one, for example)
- for what reason does that "interstellar drive" exist, when the "probe module" is cheaper and gives you more features on top? as soon as you get to bigger ship sizes you can compensate for the difference in mass that at least exists on those sizes in enough ways to still prefer that option for the price reasons and the added sensor and such... usually by then you can go 4 (with ressource) mass weapon plus 6 (probe) mass instead of the maybe intended 5 mass standard weapon plus 5 mass standard drive -- "small" size example, it holds for medium and up IMHO...
- dubious (IMHO!) design/balance choices
- don't get me started on the decision to remove the "Hyperion Shrinker" from the tech tree and put it only in the "Progressivism" culture -- to put it plainly: are you only playing on small map sizes and/or horribly overcrowded ones, where the outcome may be determined before you get to that point? OK, playstyle matters here very obviously, but I sincerely doubt that anyone has the option (at least on bigger maps and/or longer games) to ignore the military so much that that huge bonus no longer plays a role
- much already has been said elsewhere regarding combat - I hope that coming overhaul will fix it to something truly balanced or at least something "rock/paper/scissor"-like instead of the current "some types usually suffer from ressource starvation" and the ship size/role situation in different game phases
long enough already for today...
hope someone finds this useful