[quote who="Dearmad" reply="3" id="3846448"] would love to see what creative improvements are coming about. [/quote] Ha. Good luck getting any innovation in Galciv combat.
Surge72
[quote who="peterh1979" reply="4" id="3841389"] please don't underestimate what big positive change it would bring to the game. [/quote] I second this! It is incredibly important for this to be possible. I wouldn't even call it a feature to be added, more a fault that it can't be done yet. I can't comment on the difficulties of adding it, but I can comment on the prevalence of being able to do so for all other strategy games that are less than 10 years old. You
I agree that full tactical combat would be terrible. I suggest Stardock look at the Dominions series (by Illwinter) to get some really good ideas of how to give the player some very good agency in an otherwise automated combat. Setting formations, high level orders, and targeting priorities at a group level. Then these orders can be copied and pasted across different unit groups in the same or different armies.
Stardock could look at how Illwinter's Dominions series does auto combat? For each army, you set up the formations and orders of units, and then they carry those out to the best of their abilities in each combat. Now Dominions combat is considerably more complex and involved than Galciv, but there should certainly be something to take from how they do it? https://www.illwinter.com/dom5/
Tactical combat shouldn't be a thing in Galciv, but what is important that is missing is a way of learning how effective your ship designs are and how your fleets are performing against the enemy.
And here's a third. The tech screen is cut off at the bottom, leaving some of the 'Leads To' unreadable.
And another thing that's happening with the QHD UI size on 1440p. For some reason, the list of Improvements in the planet screen is cut off, leaving a huge area of empty space below it, and an incredibly unnecessarily small scroll bar on the right.
Hello, Just changed my UI scaling to QHD (my monitor is 1440p), and there are some issues with the overview in the top right. Please see image below for what I mean. Plus a very minor issue with some sliding bars in the options menu.
I get the impression that Stardock are done with real changes (see all the feedback comments that fall on deaf ears), and are just after the low hanging fruit now like balance and pacing changes. Things that require minimal dev work. In which case, I don't hold much hope for release. Its alright on its own, but when comparing to the whole market of strategy games, it does nothing new and lacks all quality of life features that have become standard over the last decade or more.
Ha. See my thread from a few days ago here: https://forums.galciv4.com/509844/page/1/#3835433 It seems to have fallen on deaf ears by Stardock. And this isn't the first time I have brought it up - I mentioned it very early on in the Alpha, but not a word from them. They don't seem to understand that it's an issue at all. Or care.
I'm not against ranged strategic weapons. I like them. Like you said, they're great for setting up defensive positions. Was just pointing it out for gypsy2299.
[quote who="gypsy2299" reply="10" id="3834287"] 2. Your map suggestions puzzles me the only one I can speak to atm is combat adjacency each hex in GCIV is 3.26 light years apart, so having a concept developed for ground combat games is what IMHO immersion breaking.[/quote] And yet Stardock have introduced abilities to attack ships from 5 hexes away...
Look at the Paradox grand strategy games. They know how to not lock a user into an event window.
I can't believe I have to keep pointing this out! In this day and age, a strategy game should not present me a popup where I can not minimise it to check things before addressing the popup (i.e. Stop forcing me to make blind decisions on events because I don't remember every little detail of my empire!)
Have the devs considered actually making the drastic changes to the map and terrain that are needed to make the map interesting?
Have you gotten rid of every popup dialog window being modal? That is the most frustrating thing about the game - a design practise from the 90s which severely hampers being able to play the game. Unable to check thing's before making decisions. Being forced to address an event before you are ready to. It is not an acceptable way to build a UI in this age.
One this that Galciv does poorly compared to for example Stellaris - all of the pop-ups are modal, which seems to be a terribly outdated design. It means you can't check ANYTHING before having to make a decision on a popup.
At least the devs of Distant Worlds 2 understand the importance of not having for all intents and purposes an empty map. This is certainly worth a read. https://steamcommunity.com/games/1531540/announcements/detail/2980809117799377487 Some key points: [quote]The answer to this was to use nebula clouds as the natural barriers to travel. In DW2 nebula clouds dramatically slow
[quote who="SchismNavigator" reply="1" id="3816958"] Hey Surge, I am curious, do you not think the sectors help break up the terrain and present new challenges with chokepoints? [/quote] I think the separate sectors help a little, but when considering the size of each, and the fact that 99% of the game involves playing wholly within a sector at a time (with very little fighting across the boundaries), is really is only a little. Even counting the new secto
Hello Galciv community, The most impactful piece of feedback I can give: Just like all previous Galcivs before this, the maps are extremely empty, and the "features" such as nebula and blackholes do too little to give any meaningful shape to the map, and indeed make any impact to decisions of the players. I see this being due to two reasons: 1) The features are too small. Nebulae should be significantly larger - both for gameplay reasons, and to be mor