Gameplay Suggestions

After playing DA quite a lot recently... yes, I know Medieval2 TW has pretty gfx and CoH has multiplayer... but the AI in this game is just awesome.

Anyway... I'm sure some of these will have been suggested before, but they don't seem to have been attended to so here is my list of things that imo would improve gameplay.

1) Trade Lanes.

It is too much of a micro-management nightmare to have to protect vital trade lanes.
An option to assign warships (within the logistic points available per/fleet) to the transports would be nice.

2) Ship Upgrades

When you upgrade a ship (the first time) the production is nicely set to make the newer version of the ship. When you next play, planets merrily go on producing obsolete ships.
When technology makes an upgraded ship available, planets should switch production to that type as they do if you upgrade the ship through the shipyard.

3) Ship Production

Having to go back to the planet view to select the next planet when changing production is a pain. There needs to be a production screen where all planets can be told to produce a single ship type, or, where after selecting a specific ship to build, you can immediately go to the next planet.

4) Planet Types/Identification

The planet type needs to be clearly visible. Once a planet is colonized, there is only a very tiny icon and no help/hover text with the info on the planet barren/toxic etc..

5) The glare on the mini-map.

This serves no practical function, and actually distracts from the game. Especially with some empires actually having colors almost identical to the glare. It really needs to be removed. It just gives the interface a 1980's feel.

6) Minor Gfx Glitch.

Just above the 'Turn' button, there is a small gfx glitch when zoomed out. (Just where the map joins the black area, a small flashing pixel.

7) Diplomacy Option.

There needs to be a diplomacy option "Accept or we will attack." All too often I have to take something by force when the odds of being unsuccessful are 0.00% and the opposing empire has 0.00% chance to threaten my own empire in any way but the planet (for example) interferes with my influence. I sometimes don't want to wipe out a civilization for too many different reasons to list and they really aren't friendly enough to trade the planet without threats.

8) AI and Gifted Ships

The AI immediately starts downgrading ships if I gift them, it's a waste of their cash, and time... if they could build ships to defend themselves, I wouldnt be gifting them any.

There needs to be a check "is the ship I have been given better than any I can build" before it goes ahead with this. I don't mean they change lasers for rockets or anything, I give them for example 30 laser per/ship and they downgrade to 8 lasers p/ship, the maximum any of their other ships have.

Anyway, that's it..... keep up the fantastic work!

Regards,
AOD
Bradford Pa.



3,500 views 3 replies
Reply #1 Top
hmmm... there isn't an edit function?

I forgot some things:

9) Intelligence and Ship Building

Even if not in sensor range, you can always examine ships in orbit around distant planets. This makes it too easy to build ships to counter your opponent.

Their ships out of sensor range (in space) aren't visible, but you can get all the info you need on their ship builds from their orbiting planets 1/2 a Galaxy away.

These need to be made invisible if not in sensor range.

10) AI Technology Variance

The AI doesnt make enough varied ship builds. Generally you can defeat all the opponents in detail, as you only ever really need a single technology (point defense) for example in a single game to defeat 90% of the AI empires.

Please include a routine that spreads the technologies evenly (but randomly) throughout the AI empires.

Regards,
AOD
Bradford Pa.
Reply #2 Top
1. By mid-game, trade becomes insignificant to me, and I only use it to make sure I have 1 route with each other civ, for diplomacy purposes. Although, if the micromanagement were cut down, I might use it more.

2 & 3. Go to the civilization screen and the governor tab, and you can change all planets producing one type of ship to another type.

4, 5, & 6. I agree with all these....that little blinking pixel sure is a rather nagging annoyance!

7. I think this has been stated in other posts, and I heartily agree. Any other 4X game with a reasonable diplomacy system has always had an option like that. I was surprised to find that GalCiv2 did not have it.

9. I always did find it strange you could see ships on the other side of the galaxy if happened to be in orbit around a planet. It doesnt make sense, and neither does being able to see the surface of every enemy planet with just one spy in reserve.

10. I see this especially with the minor civs. They all seem to research in exactly the same way. I do see some variance with the major civs, but not a whole lot. Maybe the CPU usage setting would influence this?

Sentient species taste better... Sentient species taste better...
Reply #3 Top

When you upgrade a ship (the first time) the production is nicely set to make the newer version of the ship. When you next play, planets merrily go on producing obsolete ships.
When technology makes an upgraded ship available, planets should switch production to that type as they do if you upgrade the ship through the shipyard.


On the shipyard screen there is a button that allows you to make the selected ship model obsolete. If you make an outdated model obsolete then any planet currently producing that ship will automatically switch to the new version.