Pnakotus

Pnakotus

Joined Member # 2406981
3 Posts 101 Replies 10,140 Reputation

It's amusing that people see the nature of combat in GalCiv2 as something that needs 'fixing'. It takes a whole planet a week to build a ship, and you want a starship to do it? PFFFFFFFFFT.

19 Replies 11,279 Views

Heh. Spot the fanwank ship. Nice models, anyway. How are you implementing the hardpoints? It'd be neat if the 'drive' areas had recessed hardpoints, so you could stash your engine parts in there without spoiling the lines. PS, nevermind. You're planning on doing that anyway.

27 Replies 34,556 Views

Excellent work! The single most irritating feature is gone. I'd like to second improving the colony screen functionality. Changing production focus would reduce the switiching between planet and colony screens - and having a retractable lower screen area with minimap and miniature tilemap for the selected planet would solve everyone's problems. But really, just thanks for making a

106 Replies 127,684 Views

Making specific SM chapters would be a waste of time. Just make general civs, and let people customise it how they like.

120 Replies 367,865 Views

I agree. The AI needs improvement - and it's getting it - but people who constantly, easily beat the game are the minority, and frankly they're exploiting their way through. That's not bad - I'm not going to complain about people playing the game - but I don't see why the devs should take AI development in a totally different direction, just to satisfy the powergamers. I think the continuing evolution of the AI is fine.

26 Replies 17,563 Views

Huh? It's supposed to be *intentional*? That's GARBAGE. You can see the times I have to go to work, because the entire galaxy grinds to a halt for a turn, dropping all the bars to zero. You can still move... but not build, not make money... it's absurd.

62 Replies 44,060 Views

Regardless of how it's doable, why do it at all? As I said, in many universes fighters simply can't lug effective weapons. In GC2, tiny and huge ships mount different numbers of the same guns. If you're going to make 'grain of sand' style fighters, what will they mount? A laser-1 0.001 beam? What's the bloody good of that? Seriously. Fighters (and carriers) are useful on Earth because planes are faster than boats, and a plane can carry many missiles that can kill boats. This is

33 Replies 18,503 Views

It's the make-every-game-the-same brigade! I just don't think of tiny hulls as 'fighters'. Given how it scales with the colony ships, which are shown in the movies as being ridiculously, absurdly large, and all. I don't miss fighters - honestly, not every setting has fighter weapons that do squat to capital ships - and I don't really consider that GC2 contains any fighters. A fighter that ta

33 Replies 18,503 Views

I can appreciate being frustrated by people who complain about the game being 'easy' when they do everything in their power to make it easy. I have used CTRL-N maybe three times, and I never use tight clusters because it's lame. I usually turn anomalies down or off, because the constant stream of 2,500bc makes the early game too easy. I slow the tech rate. I also find the game damn hard. A

40 Replies 53,142 Views

These 'bans' are silly. Simply having a dip system that allows you to declare things (like 'come anywhere near me and you're toast sucka) and AI that can determine risk/reward would work fine. Frankly, why should there be a big incident if they slip a ship over your 'magic borders' miles from anyone, totally unseen? That's why borders in space are a crazy concept. If you can't defend it, it's not yours. It's a shame you can't actually have a dialogue about this with the AI, negotiating over

34 Replies 17,719 Views

The only proper 'borders' I want to see in the game are ones used in diplomacy. I want to be able to just draw a line and say 'don't cross this'. Sure, if you don't have a military nobody will take you seriously, and they'll just cross somewhere you can't see... Simply adding a 'get your bloody ships away from my colonies' option would be good enough for me. Again, I want a *proper* diplomac

34 Replies 17,719 Views

WRT to that screenshot, with the 'learn things by looking at them' blurb... that always makes me think 'why can't I see ships in orbit moving around planets, so that I don't have to click and look to find out what amount of defence there is'. The 'shield' is one thing - but it doesn't help you find out if it's a single lame defender or a half dozen transports. PS Autofocus!

25 Replies 24,123 Views

The UI is one of the weakest remaining parts of the game, and the UI issues should be resolved. I'm all for keeping this topic on the front page until somebody important notices and adds the option. Let's have a poll - who would turn it off straight away? Me, +1.

39 Replies 11,580 Views

That screen should have as much capability as it can - say, everything but tiles. It needs focus buttons, rename, and other info like influence, etc. I suggested once before a retractable panel (like the main interface) that gives you a miniature tilemap and minimap, so when it's open you could do everything including tile placement, and have a minimap. Then you could pretty much play the whole game from the colony screen, which would be optimal for late-game fifty-planet stuff. T

10 Replies 8,094 Views

Streamlining the UI and putting the 'dip' in 'diplomacy' are the features I'm waiting for. Once I don't have to fight the UI and I can actually *talk* to the AI, I'll be pretty content. Linking diplomacy and the UP more would make the UP more than a mildly annoying non-factor, too.

114 Replies 60,982 Views