I hate the Torians. Their only redeeming quality is their tasty skin.
Ahzi Dahaka
Eidolonsfury pretty much said it--being evil will make the good civs declare war on you pretty quick.
It would appear that installing 1.2b1 as a patch screws things up, whereas installing it from scratch turns out fine. I had the game working fine after a reinstall, but then I remembered that I needed to reinstall the Collectors' Edition bonus content. Since doing so reverts your game version back to 1.0.X or whatever, I had to reinstall the 1.2b1 patch... Which put me right back at square one. Seeing as how I'm not going to bother with the whole "uninstall the game and then downlo
Although I almost hate to say it, you have to admit that one reason Stardock's able to give such exemplary support for this game is that they don't really have any other large games to support. At least, not that I am aware of. Know why the latest Civ IV patch took so long to be released? It was because of Oblivion. However, even considering that, it's still clear that Stardock has gone above and beyond in its support for GCII.
Pffffft, a topic like this would imply that the races' names are hard to pronounce. Try saying Mmrnmhrm , from Star Control, on the other hand...
Best game of the year? I am absolutely confident that Spore will prove to be one of the most influencial games of all time. If you haven't, then you must see the video from the 2005 Game Developers' Conference. Seriously, I'm not recommending this--I consider it mandatory viewing for any gamer worth his/her salt. You'll not only see the mind-blowing scope of the game itself, but its implications for the future of the gaming industry as a whole.
"I hope in the future Americans are thought of as a warlike, viscious people, because I bet a lot of high schools would pick 'Americans' as their mascot." --Jack Handy And there's plenty more where that came from.
That's true, but considering you could place more useful things where those morale-boosting improvements are, the price you pay for that higher tax rate becomes too unappealing. The fact remains that it's there to keep people from setting the tax rate over %80. Personally, I'd rather see a steady increase over the entire range of tax rates, that achieves the same basic result; and such seems to be the general consensus here.
I'm personally fine with the HP and logistics of the cargo hulls. Not much more to say there. I'll have to agree that the scale really big ships are displayed at had me disappointed, though, when I built a rediculously huge ship (just for the heck of it) and called it "God." Building "God's God" proved equally disappointing, too. There should be a slider in the options that lets you set a flat scaling rate for the ships; after all, it won't bother me if a ship's mod
On the other hand, the game manual states "Creativity will lead your race to randomly discovering technologies from time to time." We really need a definitive answer. There's no reason why we shouldn't be able to know precisely how the game mechanics work, especially if this game wants to pride itself on moddability.
While I haven't suffered from TPORS (Transport Proximity OverReaction Syndrome), it sounds like it'd probably be a good idea to have it so you can set up a "Right of Passage" agreement, which would allow the involved parties to send troop transports, and other military vessels, through each other's territory without fear of creating an intergalactic incident. Since starbases were also mentioned, I'll note that it'd probably be a good idea to make it so no one can build starbases in fo
He just means to leave out all the lines that don't start with "Debug Message:". EDIT: Whoops, 'twas a bit late, heh.
A modding guide? I tried to make the Initial Colony double as an Orbital Fleet Manager, but I couldn't get it working; with a modding guide, though, I should be able to pull it off! Yey!
I don't think there is, at least for me... At least, I'm pretty sure my class 49 planet wasn't like that to start with.
What weapons and defenses I put on my ships depends entirely upon what weapons and defenses are being used by whomever I plan to blow up. The ship's intended role is also important... When I design "orbital defense stations" for guarding my planets, I'll completely leave out any engines, sensors, and life support, and pile on tons of the appropriate defense, along with a less ample supply of appropriate weaponry. Using medium hulls, the resulting designs are not cheap; however, I on
As far as good bonuses are concerned, I'm going to have to disagree with your (gallagher118's) second point--the whole idea behind Neutral Shipping is that your empire takes a "trade with everyone" stance when trading with two or more powers that are at war with each other. Thus, the trade route bonus makes sense for neutral, but what sort of reasoning is there for good nations getting a trade bonus? ...Actually, a fitting trade bonus might be to have good nations gain better relatio
As for item 3... Just last night, I was thinking about how it'd be nice for military starbases to be able to fire upon enemy ships that enter their area of effect, which would certainly help with that whole thing you had mentioned.
Neutral is certainly the most rewarding alignment, since you can skip a whole research branch, grab three extra trade routes, AND you get the best research buildings in the game. Evil is also fun, though; those psionic weapons do pack a major whallop, considering their location on the tech tree, and the money saved on starbase upgrades and trade route cash are not bad either. Everyone does tend to declare war on you, though, despite your never having provoked them. I've ne
It sounds like the most plausible effect creativity has is the "two techs at once" thing that happens; the random tech events (ultradrive and hypersensors being the two I know of) are probably not it, because they don't give you alone any kind of advantage--the speed or sensor (in the case of the two afore-mentioned random events) bonuses apply to everyone, I'm pretty sure.
I voted yes. It's still early on in the game's life, so it's still gonna be awhile before the modding and user content production really get into full swing. A good, professional add-on pack is something that'll help with getting by until then. However, I do ask that if you're gonna do this, that you do it right--even if it means not adding any new artwork to the existing styles, each race has got to have its own hull style and jewelry.
Improvements in the UI that I'd like to see would be: --A way to see who has access to what trade goods, as well as who built what galactic achievements and super projects --An option to disable the confirmation prompt for building starbase modules that have a monetary cost --An auto-construct option that automatically sends a transport to the nearest starbase with available modules --The option in a planet's ship construction screen to automatically s
Improvements in the UI that I'd like to see would be: --A way to see who has access to what trade goods, as well as who built what galactic achievements and super projects --An option to disable the confirmation prompt for building starbase modules that have a monetary cost --An auto-construct option that automatically sends a transport to the nearest starbase with available modules --The option in a planet's ship construction screen to automatically s
That's actually an interesting idea. It's simple, and yet there don't seem to be any immediately apparent problems, outside of coming up with a logical explanation that justifies the game mechanics in believable enough quasi-real-world terms. At the very least, it's an idea that sounds decent enough on paper--which is generally the best-case scenario when you're dealing with fans sharing ideas in an Internet forum. The idea also got me thinking, and I went ahead and typed it in as t