Future plans:
Bugs
- Galciv3.exe doesn't always exit. Haven't seen this in 1.32.
- Steam says Galciv3.exe is running for about a minute after game crash even when it's clearly NOT running. Unable to open Galciv3 or close steam during this window.
- From in game at menu popop, the MAIN MENU option disappears. This is turn lock thingo that is already being worked on I believe.
- Disappeared from taskbar. Still able to alt-tab in and play. Haven't seen this in 1.32.
- MP complete loss of access to control all aspects of the gameplay
- Game starts/ loads with one or more human players being controlled by AI. We're in the game, but can only watch as the AI takes complete control. It's quite in your face!
- It's basically taking the game hostage and will cycle endlessly through your turns with no respect at all.
- If you can't catch the menu before this mysterious accidental AI ends your turn then the MAIN MENU option is never available... dot dot dot. Must choose EXIT and regroup.
- Closing GalCiv3 and reopening before every MP load/ new game appears to prevent this from happening. Since doing this, we have been able to control our races every time.
- Key bindings
- No way to bind CTRL/ALT/SHIFT keys. Note: CTRL is by default bound to show path distance. After unbinding, it is not possible to rebind back to CTRL.
- SP unable to attack
- Loaded a saved game, played a few turns and was fine. Suddenly, I was unable to attack colonies or ships. My fleets would go to adjacent hex. And when on an adjacent hex, right clicking on the target had no effect. It didn't use a movement, or attack. Just - nothing.
- Saved while it was "broken". Loaded it. Resolved. Bug.
- Resource placement
- Multiple resources can appear on same tile. E.g. Durantium + Elerium. Both graphics are displayed at all zoom levels. Tiletip indicates only one of the resources is present.
- Mining starbase yields both, proving both are present.
- Adjust tiletip to be inline with available resources or address resource placement.
UI Enhancements
- Tiletips
- Show influence tiletips when selected on a ship.
- Add relics to mining starbases tiletip
- Show path distance
- Show when selected on anything such as: shipyard, planet, enemy ship, etc.
- Show when hovering anything such as: shipyard, planet, enemy ship, etc.
- Galaxy view
- Add ship range to quick build popup menu.
- Add ship range to upgrade menu.
- Add ship range (and other ship info/ details) to ship and ship icon mouse hover tooltip - this may override previous two items.
- - Remove double click from minimap.
- Auto re-sort fleets when entering. Same for colonies, shipyards, and those lists. They seem to have a hidden "Automatically Re-unsort" option selected...
- Add progress suffix to current research indicator (top right). E.g., /\ Making Legendary Games (5)
- Show battle report at the end of QUICK BATTLE.
- Single right click lays path, second right click goes.
- Rejig aphabetisation routine for QUICK BUILD menu to prevent this ordering: Squatter M1, Squatter M17, Squatter M2. Or perhaps pad the Mark#'s with zeros such as 001, 002...
- +QUICK BUILD button/ menu when selected on colony, like shipyard's one, but for projects/ build shipyard.
- Selected ship/ fleet/ etc
- FLEET
- Show moves remaining on lower left fleet info panel.
- Show selection visual after ejecting a ship from fleet. Presently it disappears after pressing EJECT.
- Reflect moves remaining onto galaxy hexes. Ideas - another hex radius tint/ border.
- Split the SHIPYARD IDLE button in halves - left for standard shipyard screen, right for QUICK BUILD menu.
- LOAD SHIP dialog has no scrollbar but is scrollable with wheel.
- Quick Build
- Quick-ish? If it was a slide-up menu, then it would be quick... it's all about less mouse tracking. Also, this would keep the galaxy screen visible. If a similar menu is added for Quick Projects/ Build Shipyd when selected on a colony, then use slide-up style menu for this too.
- Really, you can have the QUICK BUILD slide-up menu display when clicking on the NOW BUILDING section, so you don't even need the QUICK BUILD button then.
- Without the picture of the ship, even the main shipyard window can be reduced down and incorporated into the lower left panel when selected.
- 1st click slides up quick build menu on the left.
- 2nd click slides further open to full build menu. Ship list on left, selected item info in middle, queue on right.
- Galaxy screen remains open 100%
- Way less mouse tracking
- Ability to centre on currently selected item.
- Fleets
- Fleet names don't stick. After naming a fleet, it will go back to a default generated name after adding a ship, ejecting, or save/ loading game.
- Shipyard screen
- + primary resource panel (the one incl. cash income). Reason: unable to see cash/ credits from this screen.
- Planet Surface screen
- + galaxy minimap. Highlight the location of the planet.
- Settings
- Option to see the game detail - skill, galaxy options, players, etc.
- Remember galaxy zoom.
- Remember minimap zoom.
- Remember overview panel (main right side menu) selection.
- Remember that the TECH TREE button is pressed in the technology screen.
- MP next turn - make it more obvious when it's your turn. We are continuously missing this in MP and wasting looooooots of time.
- Bind 'esc' to DONE in Dip and Designer windows. It's already bound in Vict, Gov, Tech, Ideo.
- MP allied rally points to show up in rally point list.
- MP allied rally points... Rally points I make in MP do not show up for my allies until after the game is saved and reloaded. After they are visible by my ally, they confirm the location updates as I "Move" the rally.
- MP ping system.
- Change DONE button on load game dialog to CLOSE WITHOUT LOADING.
- Auto-save
- set minimum slider value to 1. Zero performs same as 1.
- Allow keeping more than 1 previous auto-save.
AI
- Offers credits as a gift while im at war with his ally.
- Opens trade and says stop building starbases near my influence when they are 30+ tiles away. NOTE this is MP and my ally is bordered up against the AI in this example, so probably the AI is meaning to liaise with my ally?
- Does not move ships after attacking. Note: Same issue was fixed in crap game Civ5 in most recent patch.
- Pathing
- Unit can explore out of range areas as they target location by direct line, so will pass through out of range areas to get there.
Gameplay/ Dynamics
- Galatic Events can be active twice. I.e., "The galactic event Flag Waving is active", and right below it "The galactic event Flag Waving is active" again. Effects stacking. Is this desired?
- Turn/ unit cycling - processed queued moves when user presses TURN. If any units are movable after processing queued moves, then bounce the user again before rolling the turn over.
- When a new tile becomes available to a colony through ideology, improvement, etc while a project is underway, then stop project. Ability to force override in GOVERN PLANET screen.