Alex, many of the space analomies are fairly hard to see. I have to admit that I like this as it seems realistic (better than the early big pink thing :)). The option of displaying the analomies on the map could be nice. Paul.
Solitair
Here is the exception details. This crash keeps occurring every time I try to invade a planet. The debug.err shows a misisng sprite or something. Stardock SmartException Logging Information ------------------------------------------- OS Version : Windows 2000 Video Card : 3dfx Interactive, Inc. Voodoo3 Application Exception code: C000008E FLT_DIVIDE_BY_ZERO Crash Addr: 00495B62 01:00094B62 C:\Program Files\Drengin.net\galciv\galciv.exe Processor Regist
I think I'll pass on that Cari! But thanks for the thought :) Paul.
How much will the profanity add-on cost? ;) Paul.
I've often got 2 scouts from an anomaly! Maybe this happened so two scouts could be traded? Paul.
Some suggestions, invasion graphics - a short FMV sequence for invasions - a single screen image when no FMV damaged ship graphics - show damage to ships spreedsheet screens - for planet lists and ship lists colonisation graphics - short FMV and single screen anomaly scenes - short FMV scenes Paul.
Jack, I spent the weekend playing with this. I've used the last two builds. Overall it's working very well early game for the older build. There are some random seeming crashes in the later stages of games, but over 470 out of 500 saves reloaded as expected (various times, before various actions and screens). Not sure of the latest build yet. It seems fairly stable for loading and saving but I haven't checks that everything is being stored yet. Paul.
Jack, I have had no real problems with the save and load but I haven't been 'abusing' ;-) it as much as you. I have windows 2000 which is much better at protecting itself from memory errors. I can happily test this heavily over the weekend, Paul.
Legion www.slitherine.co.uk/ Dino island I haven't heard of. I would add crusader kings and hearts of Iron to the list of looking forward to. both at www.europa-universalis.com Paul.
Excellent news. I've lost track of how many years I have been waiting for this game! Paul.
I like the idea of premade scenarios! Perhaps when the game is closer to release the beta testers can submit saved games to be added as scenarios. A saved game, with a description and a few comments on why it is a good scenario would be great. I have certainly player a few games when a few hundred turns into it I think 'save this now as it'll make a great start point for future games'. Paul.
Oh no. What would we do if we couldn't accidently call Jack, John???? ;) Paul.
I have to agree about MOO2. I still play it about once a week. Very addictive! I look forward to still playing Galciv as often in 7-8 years times. Paul.
Cyberfluf, I agree with your comments, but must argue that 40 to 60 hours of entertainment for your money is a very good investment. Compare it with a night out or a cinema trip and you start to realise that computer games really are good value. Even a game with poor AI which cheats but is carefully scripted for once off play can give this value. Our problem is that we're all greedy! We want to be able to play strategy games (and usually FPS as well) again and again. But for the sa
Brad, unfortunately most people nowadays buy a game, play it for maybe 40 hours and then move on to the next game. It's probably not that hard to make a game challenging for 40 hours even with a crap AI. The question is whether you want a game which will keep people happy for 40 hours (which is a fair return on your money) or a game which people will still be playing a few years later. I vote for the few years later, but let's be honest, the amount of effort in programming to achie
Brad, I agree with Jack on this. For smaller ships a shipyard would be a speed bump. There is no reason any planet cannot build a star fighter, a scout or a defender. But larger ships (and unlike Jack I would include colony ships and transports) are a different matter. The addition of a shipyard for these ships would not be a speedbump but a strategic decision. This would increase the strategic focus of the game. Here you actively decide to turn the production of a planet to build
I like the basic movement = 3. As I mentioned in an earlier thread though, a doubling of the space involved could be needed to balance this. Or else you'll have ships nipping from planet to planet on their turns which you can never intercept in space. Certainly the current problem of a war ship being unable to catch a colony ship or transport is very annoying. Paul.
Is the current method of colonisation too simple/ quick. Currently a huge colony ship is built and then sent to a new planet when a colony instantly appears ready for use. I would love to see something along the lines of Master of Magic, where a colony took some time to produce. Maybe when a colony ship arrives at a planet it should take 5-10 years for the colonists to disembark and build the foundation (industry, research, production, engineering, food, health, etc...) of the
Is there any plan to force a shipyard to be required for building ship? I find the rapid expansion of a galatic empire slightly strange and a bit unrealistic. In particular the way a new colony can fairly instantly start building ships. Would it be reasonable and possible to demand a shipyard to build all ships (possible exception of a scout). Perhaps the bigger ship yards would be required for the more advanced ships. This would force planets to develop the infrastructure to b
Population growth related to planet class / quality would make sense. I also like the idea or linking growth and production. Also moral. The idea of +20% though is far too high. No society could encompass such growth rates. A maximum growth rate (internal growth only) of about +5% should be allowed (and even this is very high). External sources such as immigration could be added. The suggestion was made in previous posts of trying to model the age and usefulness of the population. Obvio
Is there any plan to slow down the population growth? I find it very disconcerting that within a few years a new planet can have a population of billions and be more productive than my home planet. I would love to see some options here. How about ... growth setting - would affect difficulty and gameplay style. Slow growth is more difficult as planets take many centuries to reach full population potential. Would make it impossible to colonise a new planet and start building a ne
Perhaps adding a spreadsheet button to the planet list which calls up a large screen (totally covering the game play area (but leaving the mini map). This large screen has perhaps 15 - 20 rows of planets displayed at a time and 10-15 columns of data (size, class, moral, production, engineering, research, build items, governor, in orbit, etc...). Each column could be used to sort by clicking the top of the column. build queues could be changed either by sending you to the correct planet
Cari, would it be possible to change the cost of the soil enrichment depending how poor the planet class currently is? Paul.
Looks quite good, and a nice simple equation at that! Paul.
Definitely put the effort into the AI. There is a very big difference between a challenging game and a challenging AI. A challenging game tends to happen once or twice before you find a strategy which always wins. A challenging AI can adapt to your changing strategies and provide challenging games more often. I agree with the make the AI open as it would hopefully add lots of extra AI programmers to the team. The suggestion of having a low end and high end AI is probably a good one. The