bump
Cikomyr
I had an Idea about a new way to impliment a nice feature in the game: planetary bases. You land a constructor on a 0-class planet to claim it and build whatever kind of base you want. The benefits? It would not count against the maximum # of starbases in a given sector, and it could not be destroyed by roaming ships. I would say that they would need a transport to destroy them (with no loss on the transport's side, off course. 5 millions soldiers against a garnison of 500, lol!)
Devs are against race-specific techs. The only thing that is race-specifics are the starting capabilities. However, different starbase design would be neat. I still think of ST:BotF's variety or starbases.
true. But I think the: 0/2000/5000 bc to pay should be relativized. No pre-set values, just the closer you are, the less you pay. And you should know how much a decision will lean from one side to the others. like: - Built colony around native races. +200 good - Move them all in one spot. +25 evil - Enslave them. +250 evil And when you have to choose your final ethics, you compare your good/evil score, and they choose prices based on your scores. "good" civs co
A nice game idea: - We all begin as minor civs (like 25+). But after X number of weeks, the 6-7 most powerful are crowned "major civs", and they are granted special influence and diplomacy bonuses. But there would still be a major landscape of minor civs to play around with. Major would have to ally them, or conquer them. Those who, after some time, manage to stay independant power, may form the I-League. It's not the Minor civs who should be castrated, it's the major who shoul
A friend showed me yesterday his game of Civilization 4, and one this stroke me that really missed in GalCiv2: Civilization Flavor/Cultural choices. I mean, right now, there are 2 ways to orient your social development: - Good or evil - Democratic or Imperialistic. It should be more developped. If your empire never develop democracy and keep an imperialistic organisation (like the Drengins/Klingons), they could develop some kind of "Star Feodalism" system. You cou
However, it's kinda cheesy. I played the Torian once, and I took EVERY evil-sided choice that came up to me, and I still had to PAY to become a neutral civilization!
Actually, I think the actual political forms are just wrong. Tell me the single difference between Republic, Star Democracy and Federation? (Except the bonuses). None. The way it is actually implimented, "Star Republic" should work a little like the U.S.A.'s political system. Every planets has a X number of senators representing them, and the winning side of a planet win all senators. This would discourage tierce parties on planets (much like U.S.A.'s discourage non-Republican or democr
It's great to hear that it won't be that easy to crank the taxes to 79%. Right now, in my game, that's what I have, and I still have 95% approval. There is no way to displease my people! (ahh.. Bush would love to be in my shoes..) it's also great to know that you will re-shape the starbases ressources bonuses. It was just too weird the way it actually was. Finally, don't overpush yourself, Frogboy. You don't really have to work on holidays, it's all right, you need some vacati
A few months late, aren't we? what are the new sales figures? Does it still continue to slowly rise?
neither did I, and I don't really miss it
"around" his planets? In my game, the AI park them ON their planets, making it so easy to just crush them 1 by 1. They don't optimize ships, also...
It's a simple random event, happens not often and only 1/game. What would be great is to see multi-cultural opinions within my empire, and struggle to either keep them with me, or simply enfore military law to keep them in check. Something that would be great to enjoy when you have conquered 60% of the galaxy, is to see that it's only the beggining.. And a civil war now tear appart what you fough
That is why it would be cool if we included some campaign elements in every sandbox game. Just to know that the Dread Lords doesn't show up only in the campaign. I have made some suggestions about it on other topics. But I have to admit that saying that GC2 is just GC1 with slightly better graphic insults the developper's work on the AI, UI, Gameplays, SHIP DESIGN, etc...
In my actual games, it's true that the AI really cranked up planets, but only some of them. It's my target of opportunity. The Torian is really in love with stock markets, about 60% of all their building is. They should buy more farms too, have greater population. But, in a nutshell, the game was so much incredibly great when it went out, and it's incredibly better now. Keep the good work and the good game examples! <img src="http://images.stardock.com/gc2/T_DL/smiles/Smile.gif" border=
Can you disable civ. capital?
DA will give us, sadic players, a way to soften planets BEFORE planetary invasion, instead of giving us planetary bombardment: Sabotage farms.. Billions will die! HAHAHAHA!!! EDIT: mixted "dark ascention" and "dark avatar"
It's just funny. Our expectations from GalCiv1 was praticly nil (since it was the first of the serie). But what we got was just amazing, and we simply expodentially increased our expectations from GalCiv2, which we got.. but the problem is, for GalCiv3, we will still increase our expectations expodentially... That begins to be a lot..
Indeed, except if you had some special ability, or built a skunkwork (?) in a city. So this city could build the prototype at "normal" price and it would still be considered a prototype. Anyway, does anyone agree with my drift?
(Just 1 thing I forgot, and I wanted to bump anyway) It would be also a little more... realist if the first time you impliment a new technology (phasor V, Warp II, etc...), there was also something random about how well your engineers developped the thing.
In a realistic universe (and I am speaking of even "realistic" Sci-Fi, like Babylon 5, Star Trek and Star Wars), ship design is: 1- Costly 2- Lenghtly I find it quite.. streched to have automatic and free ship designs, ones that works on the first try, with no prototype to build, and no tests to run. I think the game would be less imbalanced in our favor (intelligent players) if there was a time and money cost to developping new classes of ships. Or implimenting ne
Oh, I don't want to play the french version myself. I usually read the original version of books written in english, and play the original version of games. And if you wonder "then why the hell did you blew the whistle?", it's because not every francophones (french-speaking people) can read english, and I think it was a magistrale slap in the face of the french-speaking gamer community. And I wanted StarDock to know what kind of bull[...] Paradox is doing with their games.
The AI then REMEMBERS the entire map (much better than a human player) This balances the player advantage of active sensor nets somewhat... Still, he does not know the position of my un-escorted transports, or the positionning of my sneaky fleets. EoTU once allowed me to locale 3 ennemy fleets that were coming from a point I did not h