I'd like to to see the item system buffed a bit in terms of available weaponry, i.e. limited by avail resources, civ and research. Right now everyone is working with the same pool and "metal" weapons are pretty bland. Have a couple (not too many) types of metallic resource..ventri? Cities with access could build better weps, similar to MoM, although possibly more limited. Spend some production points (i.e. turns) building stores of special weapons with slight bon
jutetrea
My initial turn on to this game was the entire idea of a sovereign being a decision point in and of itself - keep all the essence and be a bad ass adventurer, or give up your essence to make your empire more powerful. I like the idea of a finite system, completely unrelated to mana. Mana is stat based, standard RPG fare. Spells are limited by starting spellbooks, found spellbooks, research and shards for higher level spells. Start with X essence - say 10 for exampl
My Game starts out great initially, but starts to slow a bit towards higher activity (medium map, 4 opponents, 4 sub opponents). Near the end its uncomfortable, have to right click for a move then wait 3-10 seconds for the game to register the move. Similar with end turns. athlon x2 3800 4gb ram ati radeon 4700 series XP SP 3
I had this conversation a couple days ago with a co-worker who is a gamer, primarily FPS but really likes Civ and SimCity as well. I let him know about GalCiv, Dominions and this beta. It pretty much came down to the fact that I'll buy ever Blizzard game made, (almost) every bioware game made, and every stardock game made. Quality companies that put out good product. In specific with Stardock I love the fact that the devs interact on the forums, they
Strolled south, seemed to find a start location that wasn't being utilized with just a sovereign spouse sitting there. Created city next to fertile land, declared war, attacked - now at end of that turn it crashes. http://dl.dropbox.com/u/8944823/Elemental0_806-2010-07-10T18-26-07-906.zip http://dl.dropbox.com/u/8944823/ImpulseReactor.log shows the below, not
Wierd, I've never had it regenerate. Thought it was just a basic flaw in the system. Then again, I'm on the boards trying to find out why my creating worlds stage of game setup doesn't actually do anything anymore.
Know what's funny, I'd NEVER manually set intelligence Completely missed that I could, always went with the "difficulty overrides". This is good, it'd been so annoying I've been not playing. Thanks Good, now I can get them to beat on each other again instead of being the first target <img src="http://images.stardock.com/gc2/T_DL/smiles/Smile.gif" border=0 ALIGN="abs
So, I generally play on Masochistic, gigantic, 9 enemy. Since the new patch, I'm lucky if I get 2 incredible AIs. It used to be that the difficulty level overrode their default intelligence, which I liked. Has that changed on purpose? I played on suicidal with 9, had 7 normal 1 genius and 1 incredible...wtf? The normal AI is an idiot and barely develops their planets. I took over a pq22 planet and it had a starbase and an invention matrix...that's it, way late in the game.
I have the same problem, even when hitting delete they come back for the next game. My delete button just really seems to function like an obsolete button. Every game I have to manually go in and re-delete everything. I'll try the ships folder deal as well
right in the beginning i just build some basic defenders - cargo hulls with basic weps i usually diplo till mid game to keep everyone happy and off my back I concentrate on speed initially, +1 racial ability, accelerators, shipyards, and 3 engines per ship = ~24 pc/turn small ships for light production planets, 3 engines, 1 def, max weps med ships for most planets, 3 engines, 2 or 3 defense, max weps huge ships for heavy prodcution, 3 engines, equ