For practical reasons?
NorsemanViking
Yeah. I think we can expect a huger degree of detail in the new combat cinematics. Will be exciting when we get to know more about what's planned. Personally I also can't wait to see small fighters from carrier modules in action. ;)
I can't say enough how much I prefer the tactical combat cinematic sollution in GalCiv2 compared to tactical player controlled battles for this game. Luckily the developers won't change this, but rather improve on the GalCiv2 sollution. In fantasy strategy RPG's I often like it the other way arround, but I'd love to see a grand strategy game with the GalCiv2 sollution here as well. A fantasy game with a huger priority on strategical gameplay, a true grand strategy fant
Yeah, you can and in GalCiv3 (so far) the problem (in my humble opinion) is that it will move 3-5 tiles, depending on race. That's all to powerfull at that greatly reduced cost. I hope base movement will be reconcidered. Most such things will of course, that's what beta is all about.
2 base movement is as far as I would go if I took the design decissions, One Civ could have a race ability of one more, that would be fair enough (all civs have their advantages), and another could have a penalty of being reduced to one base movement. But anything more then that I concider too over the top, and making early engine strategies pretty useless.
AI bonuses are a must for people wanting to be challenged. That's true for any game, even GalCiv2 with its legendary AI. Choosing difficulty levels by the principle that you hate AI bonuses won't make you a happier gamer, just a more frustrated one. I also heavily disagree that champions fighting together should not split the experience, because how it's done now is the only reasonable way to solve that issue. You should not be rewarded with more total "experience inc
I prefer playing without spell victory. Not needed for the game to be fun. :)
After playing the beta I have some thoughts about the base movement compared to GalCiv2. In GalCiv2 you can only move a unit one tile a turn if you don't give the unit extra engines, and this seems to be changed so far in GalCiv3. I'd like to hear the reasoning behind the decission of increasing the base movement, because for me it makes prioritising better engines not so essential. A good example is the constructors. First thing I do now is crea
But we'll need a dedicated GalCiv3 Wiki of course.
We need a new Galactic Civ-game, not another stupid unstrategical strategy game where it's all about the tiresome tactical battles and fooling/exploiting the AI. You that like it that way have loads of crap to choose from (AOW3 comes to my mind here for instance). We who want an epic game where real strategical choices matter and are central, we choose GalCiv; and that's final! NB! And many like both of course, and are happy there are games out there with dif
Oh Yeah! Beta 3 is the big release on combat and tactical combat cinematics. Will be fun.
I first and foremost hardly disagree to the OP's point 1 and 3. I'm not against Governors for People who wants them, but detail governing the planets is a big part of the fun, strategy and gameplay for me. When it comes to production of ships/buildings it's important that ships/buildings take their time to build, both to make production really valuable in itself, and to make preapearing for war an important factor. There is alot o
I just wonder if Space Stations will get crews in Beta 2. Guess pirates might be in then too? :D
Oh Yeah. Haven't played much of alpha, but tonight Im playing a multiplayer game, and it's loads of fun and suspense. Can't wait for all the missing features coming up. This game will turn out great.
Let's celebrate this with a beer today! Cheers for Stardock!
Cool! I thought Stardock had summer holiday now. :)
[quote who="Frogboy" reply="69" id="3474395"] Quoting NorsemanViking, reply 57 Quoting joasoze, reply 1 Total Annihilation is still the best RTS ever made! And it's follow up: Supreme Commander. Just a shame Supreme Commander 2 had other developers and tasted more like cow shit then honney. SupCom was the same team (mostly). I liked TA more than SupCom mos
Awesome music! Loved the Magesta theme sooooooo much! Wonder who the composer is. My compliments. NB! Listened to the rest as well. This sounds so good. Reminds me about the good old feel of the Music from the Heroes 3 and 4 games. Those games had legendary music. Now to the game info file, a glass of wine and a cigarette. :)
[quote who="Frogboy" reply="85" id="3471765"] Quoting UnleashedElf, reply 84 $20 - sold. How will the units distinguish themselves with no unit design? i look forward to going into detail shortly in the founder's vault. [/quote] I'm looking forward to that like a little child on christmas eve.
Damn, came all too late, got the last 5 min only. But I must say it looked magnificantly cool with that ship inside the orbital ship yard.
[quote who="Frogboy" reply="193" id="3470804"] Quoting serapis6990, reply 191 Any sign of when the Vault will get updated again? Soon. I get my hands on the new alpha this weekend.[/quote] Lucky you! Think you will need a second opinion when you evaluate it? ;)
There is an update there now called "thumbs", but how do you open a db-file?
Cool! Love the screenshot as well. If only the link worked. Tells me there is an error on the page. NB and Edit! Made it work now by copying and pasting it. Order placed! :D
[quote who="GFireflyE" reply="6" id="3458915"] Quoting Mistwraithe, reply 5 Quoting GFireflyE, reply 2I really miss building upkeep costs. Having to plan out your economy around what buildings you want to build in what cities was always an interesting challenge to overcome. I totally disagree. I much prefer the Civ 4 model to the Civ 3 model where the optimal build for most of your cities if often nothing (or just troops) because the maintenance costs of buildings
I'm in as a founder. This sounds very interesting. Ships and islands to explore you said? ;)