Yeah, that's a valid comparison! I mean, two different civs can share a planet, right? And you can have your citizens on a star, right? Or ... not.
Pnakotus
More visual feedback in the main display to reduce the amount of clickage to find information. Starship/drone/etc traffic between starbases and planets they affect to show bonuses, visible ships in orbit to show defence, things like that. Make the galaxy look alive! Starbase modules that repair ships stacked with them, or in their influence.
Yeah, right-click on 'uberfactory' to select from older, cheaper factories would be nice. I'd like this beyond early planet development - sometimes, the extra production isn't worth the extra maintenance costs.
There are several mods that change the stars list (including mine). They probably want to name stars in-game, though, and force the rest of the galaxy to use their names through magic.
Don't bring up bugs. He's a Pax fan - Pax was loaded with bugs. It's just the 'take all the good points from heaps of different games and demand to know why one game doesn't have them all' thing. His laughable 'if they make a GC3' thing, and his 'apology' mark him as a strange guy. Does he think we'll cry or get angry? Does he think GC2 is a financial failure? I'm convinced Stardock is prepared to implement changes and support the game
I agree on the habilability point. I'm not a fan of all non-homeworlds having the same growth rate and base population. the old MoO environment research meant that throughout the game, new planets were constantly becoming 'available', and the best planets for resources were often barely-inhabitable shitholes that needed serious work and millions of workers flown in. UI points are always welcome, in my opinion. The civilisation manager shou
Maybe I don't play the right games, but I encountered SF more in games by smaller developers. Big-name games like Oblivion don't have SF, things like Spellforce and Bet On Soldier do. Maybe the Starforce hard-sell of 'zomg tehy will piratezor your game' is more effective on smaller, more vulnerable publishers? I can't really see Starforce intimidating EA... </
Best news ever! SC2 managed to maintain a good balance between storytelling, freeform exploration and content - see other, similar games like Starflight for what happens when you don't do this. Starflight had more stars than SC2, and *less* interesting stuff to find, and *less* clues that made *less* sense, huge planetscapes you had to explore *manually*, and no Starbase commander who can remind you what you're supposed to be doing. I play
I personally think the 'only one' element of improvements needs to be more rigourously enforced. Tricking your way around it is just lame, and means we can all leave enemy planets alone until they build something we want to steal to twink our way out of the game. If you can have more than one, let a successful non-military player just build them like regular people. If not, then stop people spoilting the checks. Simply deciding that you g
If they add 'cloaking', they damn sure better leave an easy backdoor for people who don't want it anywhere near their games.
Anyone who can respond to a shopping list of bad - not average, measurably bad - features by saying 'is that bad' really needs to reassess themselves. The race picks weren't inherently bad, they were poorly balanced. Anyone noticing a pattern? The game was easy as ass unless you deliberately handicapped yourself. Easy to win, but inefficient to play - even midgame the appalling 'Civ in space' system was overloaded. MoO2 is actually a prime example
There were so many things wrong with MoO2 I don't understand the fanboyism. The planet management, AI and diplomacy were all terrible. People liked it because of the tactical engine, and that's it. Everything else existed to produce the ships you used to win. GalCiv isn't like that. It does, however, have some of MoO2s 'uber racial picks' problems, but nowhere near as bad as subterrainian creative telepaths. <img src="http://images.stardock.com/
This happens with quite a few games. Always a good idea to make the uninstallers life as simple as possible, since it's such a creaky structure to begin with.
It's expressly described in-game how the early missiles were designed to *not* be useful as strategic weapons, and none of the other weapons are more than an order of magnitude more powerful. Being called a 'black hole torpedo' tells us nothing about the weapon's yield, which must be low. If you think the weapons in GC2 are powerful enough to 'destroy' planets (I *really* hope you don't mean 'explode' planets) you're just illiterate.
I wasn't considering all the regular people who stay away from unstable beta releases. You're right, you've done a lot of work the masses would like (at least looking at the forum).
The regular GC2 weapons aren't powerful enough for strategic bombardment. IMO the game definately needs high-yield bombardment weapons (aka 'bombs') to enable players to damage infrastructure and kill taxpayers without needing to invade (say, as part of a retreat).
They should *really* fix this. It's particularly bad with regards to the improvements, since there is absolutely no reason to use different terms when the same term is meant.
I think the mod support is one of the most-anticipated features for v1.1, so it might be worth waiting for it. Maybe a poll could test the waters?
As mentioned, poorly-implemented tac would result in the game ending up like MoO2: an easy tactical game (made hard only by disgustingly cheating AI) tarted up with the trappings of an empire-builder. Further, since the game sensibly lacks the 'special weapons' from MoO2, there's no point to tactical combat. The battles concentrate fire on each target in turn, which is the best way to use them. Do people want the freedom to spread their fire and tak
The difference between terrestrial tactics and deep space tactics are pretty damn severe. In space, there is nothing to interfere with detection (indeed, with fantasy FTL sensors who's to say rocks/gas would do anything anyway) and it boils down to a pure war of maneuver. Complaining that it's boring is like suggesting jets should be able to hide in clouds or do more than 'fly fast' and 'shoot the enemy'. OTOH, there *is* scope for allowin
Since Stardock correctly identifies MoO2 as basically a starship tactical game with research/colonisation tacked on, I doubt they'll implement it. Doesn't stop anyone else trying, I guess, although I really don't care either way. The AI would suck at it and the game would devolve into MoO2-style tactical pwnage pretty quickly. This way, your ships are stupid, but so are everyone elses. <img src="http://images.stardock.com/gc2/T_DL/smiles/Smile.gif"
Oh Oblivion isn't bugged that I've noticed. It's just net-zero with the NPC levelling, poor mission design, dumbing down for 360, crap UI, etc. Much of this is fixable with mods, but vanilla Oblivion is a 'get to level 20 in three hours, bandits have Daedric everything' sort of thing. It's a great engine, but Beths design decisions are dubious. So I end up playing Mount and Blade instead, where I can at least fight from horseback and go from 'rubbi
It's faintly amusing how many one-shot 'lolz teh suck' threads get started here. When I'm playing GC2 and frickin 'Mount and Blade' instead of Civ4 and Oblivion, it's something of a triumph for indie games.
That's pretty funny. Most of the bugs he describes I've *never* experienced. All I've ever had is the retail crash-after-several-hours bug. Frankly, at least Stardock is fixing it. Anyone played Oblivion? Anyone think Beth will ever fix it? EDIT ZOMG I just noticed he used CIV4 as an example of a good launch. You know, Civ4 with the game breaking bugs, instability, inefficient
Skelton, you don't understand. I specifically addressed the current state of affairs in my post. I want to be able to drop a *single* gun item with the rating of *several* of that tech-levels weapons. I don't want to cover my ship in inflated guns - I want to be able to mount *less* weapons, with the same power. Hence, laser-1 and 'huge laser-1 (damx2, sizex2, nice turret graphic)'.