double post :S
Pnakotus
I'm not sure the added complexity (not to mention pain-in-the-ass factor) is worth the gain. There's a reason almost zero games implement signature/detection (excusing stealth titles like SH3 and Thief of course) and logistics footprint. However, the idea that a starfaring nation has no planetary bombardment is ridiculous. Slap whatever limits you want on it (low damage, low effectiveness, must hold uncontested orbitspace etc) but even rol
He does mention the inability to deliberately share starbase bonuses between allies however - that's a silly omission. He also complains about arming transports... when HE DESIGNS THE TRANSPORTS. I wonder how you arm them?
I had no crashes with 1.0X, even with four-five hour sessions, and I haven't had any crashes with beta1 either. Even with release I only saw crashes after many hours of play. I run a 6600GT/2Gb/3200-64 which is hardly 'high end'. No complaints here: Oblivion crashes far, far more often than GC2. Oblivion can't even exit without crashing on my system!
Other AI should certainly notice if the player is constantly breaking peace treaties. This would have to be tweaked, as people would care less about breaking treaties with people they hate and more regarding people they like, and it should of course fade over time or be bought off. Ideas like 'lolz u cannot attack due to magic Meier crap design' do not belong in a game as organic as GC2. There is a realistic reason not to break treaties - you will f
Yeah, it'd be great if Stardock wasted their time on functionality to satisfy people so stupid they don't read the website, or the box, or the manual.
I don't use Stardock Central and I don't have any problems getting the patches.
You mean people like Nick are the reason everyone has to turn of irritation voice notifications? I'm quite happy the game shuts up and lets me play: I'm well aware of what's going on without some shoddy, repeditive voice acting reminding me. He equates 'life' (a hilariously subjective quality) with worthless fluff like cutscenes or other AV content. Dominions doesn't need such nonsense to be a rich and detailed game, so I'm not sure what it would br
Erm, isn't the Galaxy the largest Federation ship? Slightly shorter but far more massive than the Sovereign? The Defiant is about 120m: that makes it smaller than pretty much everthing that isn't a Sabre or a shuttle. Just match model volume with 'size units', instead of trying to force some kind of RTS-style unit hierachy.
There isn't an excess of overwritten verbiage in the game, so I figure Feisty wasn't involved.
How about orbitting ships being visible on the map? Sorry, everytime I see the load screen that says 'looking at planets tells you lots of stuff', I think 'it doesn't tell you anything about the ships there: the 'defended' shield doesn't tell you if it's one scout or several battleships'. Visible ships would do that: just use the same sort of system freighters use. It'd just be neat, like the planet lights etc.
I think the game needs orbital bombardment and specialised bombs etc before it needs things like Death Stars.
This could be mitigated by implementing a sliding scale instead of the 3%/6% thing. If growth increases based on morale, instead of being either 3% or 6%, having the 'magic 100' won't be as imporant, and players can tweak the population vs tax they desire for the current situation. Frankly, I think sliding scales and derived functions are always the way to go.
Hey, I just want to know if this moron even owns the game. If not, we can safely ignore him in his abject ignorance. If he *does*, we can laugh at his stupid face for not even bothering to read the box.
There simply needs to be more negotiating during wartime. The current surrender option makes sense if the surrendering group expects someone else to be able to defeat their enemies etc, but there is certainly scope for merely subjugating a group. I also enjoy R:TWs protectorates - and it avoids the mystery of where a groups fleets go when they surrender.
Ships visible in orbit? Looks great so far, guys!
TBS + multi = make a casserole while your friends are doing their turns. And get cranky with micromanagers who take longer than everyone else. I really don't miss it.
Great news! I think I speak for everyone when I say the level of post-launch support for this game has been amazing.
If I wanted to play GalCiv, why would I want to waste hours of play on the boring Civ part? Bearing in mind that I was sick of the Meier Paradigm more than a decade ago. And Spore... deary me. It's been in development for YEARS, and all we've got is a bit of promo and a whole lot of 'it will be the bestzor!!!!1' from THE DEVELOPER. I'll wait on some actual results before I judge.
Yeah, the game needs the ability to create 'policies', ie offering to help them out for their trade good for x turns, or taxing their starbases for x turns, or offering them x per turn for a technology. The trade system is functional, but I'd love to see it improved.
PS Bombard = teh win. The game needs bombs.
Space terrain is absurd. Asteroid fields are far, far too diffuse to be dangerous (the Hoth asteroid field, for instance, is absurd and must have been created by a relatively recent collision (hundreds of years). Things like the Sol belt have literally thousands of klicks between rocks that are usually so tiny they're insignificant. Nebulas are less lame, but I have to wonder why a cloud of diffuse gas would block FTL sensors. I think nebulas imple
Those are excellent! Now if only someone would do a logo-version of the Australian flag...
It troubles me that questions can be asked about ship design when the answers are in the summary window. Did you try adding two engines? If you did, you would have seen the speed increase. Adding a sensor would have increase the sensor range, etc.
Really? I honestly didn't know that. I played around with the map buttons once, then forgot about them. It doesn't solve the real problem, though: that it'd be nice if the minimap just displayed the information you have, ie only the parts of the influence area you have seen. 1.1 i