I've got a set of questions to those who feel the current system makes for a completely "broken" game. 1. Have you been building research labs in proportion to the expansion of your empire? 2. Have you designated one planet as a technology capital, built many labs on it along with the capital super project and the research coordination building? 3. Have you built any starbases around your technology capital planet to augment the research production? 4. Given y
Haoh
I also think that the flags sort of quivering at each other looks pretty weird. I like the camera shot of the city though.
I love the new system too. It takes a while to get used to the high maintenance costs but you get such a sense of "shaping" your empire as it gradually emerges from its humble beginnings. It's great. This game has come such a long way since the early versions of GalCiv2 where your populace would breed like rabbits, your worlds would be fully developed in no time, your ships could zip across the galaxy in one turn, and the game would be over before you knew it. Although this is a sci fi game, how
Heheh Bill Clinton's running for emperor on Drengia. He must've escaped from one of the slave pits.
If you want to concentrate on building ships why not just set Social spending to zero? That will put all factory points towards building ships and then you can upgrade your factories later when things calm down. Easier than cancelling all the auto upgrades. Or if your concern is about the maintenance costs, you could just reduce your production spending as maintenance increases.
I'm normally not into "peaceful" game play, however I just finished my first game of Twilight and in 5 years won a tech victory without ever being at war once. I was the Drath against 6 other civs, and used their manipulation and diplomacy benefits to the maximum advantage. I found that by keeping the other races at war with each other all the time, and by keeping the universe in balance (eg buying defense ships off one superior race and then immediately gifting them to their enemies) along with
I have the collector's edition of Universal Combat, which is a sequel to Battlecruiser Millenium, and according to the manual it was developed by a team of 15 people. As other posters have stated, it's extremely difficult to develop a game with one person these days. I suggest you check out Introversion's website, the team who made Darwinia. They are a very small team of indie programmers who have made successful games with limited resources. They have also recently posted a series of blogs whic
Any update on the PM Beta? According the the original schedule Beta 2 is due this week.
Just started playing TA today for the first time, I preordered ages ago but avoided the betas to try the final product. Just want to say, absolutely FANTASTIC work! I am amazed by how much work and effort has been put into making each race truly unique, and it's great to see their histories and cultures fleshed out so well into the game. DA made a good start towards making each race unique, but today I was awestruck the first time opening the Drath's technology tree! Turn 1 took about 40 minutes
I have a two letter response to this: [size="5"][/size]AS
I think that the current way population is handled is too abstracted for this kind of detailed system to be implemented effectively. Also, according to the example above, why would you do anything other than open the borders? There would need to be a balance between positives and negatives for all of the options for it to be of any use.
Perhaps a solution would be to have a "willingness to trade with player" slider in the opponent race customisation screen so that people can choose to be challenged by unfair trading terms, put on an even footing with other ai players, or can make it to favour the player. I think that would make everyone happy, and you could set up some interesting situations with having some races willing to trade while others aren't. If this option were too unbalancing it could also be locked out of Metaverse
Someone call the paramedics I think he just had a heart attack.
Plenty of features without it anyway. It seemed to be pretty hard to implement well, particularly when two races can inhabit the same solar system.
Looks great. One question with the feature list. What ever happened to the "right of passage" treaty? Is that going to be implemented or considered abandoned after no one could come up with a satisfactory way that it would work?
Ok I reckon I have figured this out now. In the long term development thread Brad has revealed that the Fantasy Strategy game is scheduled for release in 2010. This is odd, as previously it was slated for release in 2009. Now instead we have a mysterious "Game X" scheduled for release in 2009, taking precendence over the Fantasy TBS that supposedly everyone is working on at the moment, now pushed back to 2010. Very interesting news as there has been no previous talk about this "Game X". <br/
Purchasing Microsoft Civilizations 2 Service Pack 2 Ultimate Edition should fix the problem you're experiencing, provided you download the updates first and apply the hotfix.
I think the other thing to consider is that it's not "mini expansions" that lead to longevity of a game, the most important thing is modability of the product, and for it to be a good game in the first place! When you make a "mini expansion" you are potentially competing for user made content, whereas a proper expansion allows to budget for significant changes to the game engine which are not possible with mods. I don't see how a continuous stream of mini additions can keep a game going for much
I think the problem with releasing mini expansion packs for a multiplayer game is you will get into a situation where some people have the expansions, some don't have any, some have purchased a couple etc, and that's going to complicate players being able to match up online using different versions. At least if there are only one or two major expansions it makes things simpler. You also have to be careful about the type of content introduced- Oblivion copped a lot of criticism for the "horse arm
Brad mentioned some time ago making a "2.0" update to Galciv, after TA is released I think. He was going to consider allowing spies to be used passively, ie you could assign them to gather intelligence against another empire without you actually having to place them on a building and exposing them to being rubbed out by an enemy agent. I presume we will still see this update at some point in time. Many people have expressed dissatisfaction with the new spy system and Brad assured us that this wo
I reckon the official announcement of the Fantasy TBS game. Gotta be that as the announcement is iminent.
Great to see a demo finally released. I am really impressed by how much you can scale the graphics to suit old machines. I know Brad talked a lot about this before the game was released, but it is amazing to see it in action, basically being able to change a planet from a very finely detailed model down to a pixellated blob if required. It's shaped up pretty well on my 4 year old machine with rubbish GeForce 5200 graphics card. The AI seems fine as well despite what certain whiners have said, th
Purchase the game using Total Gaming Net tokens, then you'll get it at a discount.
It does make the original poll of "December or January?" a moot point now. I personally think it's a bit harsh to express disappointment with the devs however. By Stardock standards, communication has been lacking recently, but they are still way above the curve of most other devs out there. Obviously with Brad sick previously, and now Cari, that has delayed things. Seems like SOASE has turned out way more popular than anticipated too, so I'm sure that would be taking lots of Brad's att
I agree with that. I personally got bored of RTS games after Red Alert. Most RTS games seem to follow such a standard formula that there's not a lot to differentiate between them, and too often they come down to a click fest. I guess the problem with TBS games is they appeal to an older generation of gamer, and it's just not sustainable for the big publishers to make games that don't appeal to a large market. They generally don't have flashy graphics or the instant gratification that ca