Bump-zorz
Alfonse
So, I played a "long" game this weekend. 9 civs + me (modified Yor, as usual). At Challenging. And I came to a conclusion: NLC's are just a little too powerful. On their own, they're probably not uber. But, if you combine them (as I often do) with a 300+% bonus from Economy starbases (planets near corners can get access to up to 16 econ bases), they become exceptionally powerful. And, because you can get this well before most people get Discovery Sphere, you win the tech ra
Would hate to have to have a credit card number for me to purchase this in the U.S. I've seen this around quite a bit, and I'm rather confused by it, being an American. Do banks in Europe (or other non-America places) not offer debit cards? You know, bank cards that can act as credit cards (deducting directly from your account rather
As long as the pop is below the cap for a planet, it will grow that turn. No. A low approval rating on the planet can also stop its growth.
Charging to add what is a standrard feature nowadays is an insult to customers Nonsense. Calling feature X a "standard" feature suggests a complete lack of respect for game designers and the decisions that they make. The moment designers no longer feel free to make a reasonable design decision because of player expectations, that's t
the organic ship will need fuel too - but it will fall to bits if you don't feed it. Are you suggesting that you know the needs of a completely fictional construct? We're already deep in the realm of speculative fiction to even be discussing living ships; it seems disingenuous to start saying that "X isn't possible" or "Y is possible". <br
I don't know whether to build frictionless clothing, an embassy, a cultural exchange center, or a McDonald's (Bob Evans for the older crowd). Unfortunately, the game doesn't name upgrade buildings for influence or approval/morale/happiness very well. It's better with Farming and Factories (for the most part). If you're confused as t
100% approval is nice, but will kill your economy very quickly at the beginning, keep a good approval so your people grow, but 100% is excessive. Nonsense. 100% approval means a population growth bonus. That means that the population you steal from your capital to fund the empire is quicly replaced. At the beginning, I'm building colony ships f
Wow, people who don't know how statistical analysis works! Yes. You're clearly one of them. If you honestly believe that this poll means that only 33% of people who bought GalCiv2 would buy a multiplayer-only expansion, you're just wrong. I would classify the error ratio of this poll to be something like +/- 15% or so. As
i'm hoping i don't really need to explain recursive math, because i don't think i can very well. Recursion is a basic tool in any programmer's mental toolkit. Indeed, I don't think you can call yourself a programmer (certainly, you're not getting hired to do anything more than Visual Basic) if you don't understand recursion. <TABLE c
Another feature that I would like, but one you're probably not going to do: AI plugins. I want you to expose a .dll interface that allows people to write their own AI plugins. It should be able to do anything that your current AI can do; access the same functions, save/load its state data, etc. The whole nine yards.
I suggest you make a mod or have someone else make one to make there be more enemies or a higher difficulty. The game cannot be modded in such a way.
for the record, i am illiterate when it comes to programming You didn't need to say that; you proved it in what you said. Only a non-programmer can consider such a monumental task to be trivial.
Fighters are rarely useful as is. Nonsense. Fighters, coupled with military bases, are the ultimate defensive unit. Per ship, the military base bonus becomes much more powerful with small ships than with large ones. Granted, since fighting a defensive war is (at the moment) pointless, there's little point to it. But before
I wouldn't say that. Many times the ones who started the war lost. I didn't say that. I said the guy who attacks, not the one who attacked first. Most invasions are successful. Most defenses fail. Sure, sometimes this isn't the case, but by and large, the guy with the army marching into the enemy territory is the one who will ta
Multiplayer is sort of a necessity. Like, seriously, can people stop making threads about this? No? Well, can they at least stop pretending to speak for everyone?
That would need scripting and Galciv2 is unscripted. Nonsense. What makes something "scripted" or not is not even a simple thing to define. GC2's AI can have a set initial colony build order (like most human players do, which is the saddest part about GC2's AI) without shelling out to some external file. When Frogboy tal
you can have a variety of invasion tactics but i think that the defense tactics are missing, bye example if you get the minisoldier tactic theres no need to get more, you always use the minisoldier tactic. Not true. I use Mass Drivers. The only reason I even get MiniSoldiers is for the soldiering bonus. Mass Driver still gives far more of an ad
The expansion should include more than just multiplayer for $20. Were you paying attention to Frogboy? Did you even bother to read his article? An expansion doesn't materialize out of nothing. It doesn't spring full-grown from Frogboy's head. Features require developer time. Frogboy stated that multiplayer would require ap
What i want to do : Separate ECM-style tech from Point-defense tech. That makes no sense. There is no "ECM-style" tech. You're thinking about things too rationally. Tech is just tech; it has no intrinsic meaning. It just gives you ship parts (and other stuff). If you want to put a line of point-defense techs in the laser t
You can; you just have to know what you're doing. Factory isn't even bad. Granted, I play the Yor (modified), who start with Factories, so I haven't seen Basic Factory in some time. Basically, the way to deal with it is to spend money. Just buy the factory; it's only like 700 or so.
Always use Beam weapons. Unless they're going fairly far up the shield tree. They're the best bang for the buck (cost and tech). With any hull size.
It's clear you guys have no idea what you're talking about when it comes to multiplayer and it's clear you don't have the talent to make it happen creatively or technically. That is a very strong statement. It is also, structurally, falacious. The design (and production) choice to not implement multiplayer has no bearing on whether o
I'd forgotten about the tax penalty. So the 400% is enough to kill off the population penalty, but you need to also be able to offset the tax penalty. Hmmm... It seems like if you have a high-class world that could break the -80% barrier, you should build your tax structure around it.