[quote who="admiralWillyWilber" reply="28" id="3424937"] If your wondering what happened to Michael Whittaker he died and was replaced with a clone named Willy Wilber, and he now is a admiral of the galactic armada. Are you asking for an easy setting on the game with an easy interface. I never had a problem using the interface even in the beginning. Granted I didn't know everything off the bat. I learned everything I needed to know, and gradually learned some of the unnee
lecek
I haven't played WOM for a long time. I guess that is because the game was just MEH. Having said that, a hex map, not being automatically at war with everyone. (I don't know if you guys fixed this, but it seems to me that every one of the handful of times I played everyone declared war almost right away.) Well you guys know how to make a game. Besides WOM they all rock. And this is basically a WOM reboot you are talking about correct? I would sa
[quote who="WIllythemailboy" reply="23" id="3424703"] Quoting michaelwhittaker, reply 22 Oh yeah this was miner, but I noticed things like when I made something like a research facility I didn't get the research or manufacturing points it promised. I assumed that this was called becaise the civilization screen worked of divying up whatever. Maybe I'm not clearly explaining this. All I'm saying is how come I never got all the points for stuff I built when I built
+1 No to tactical combat. As has been posted many, many times before this isn't an RTS. It is a grand strategy. While I agree the system in GC2 was too simple, we already know better is coming. I so don't want to spend hours on hours micromanaging battles just because auto resolve isn't as good. Nor do I want to auto resolve every battle because I can't compete. And if auto resolve does just as well, then whats the point? This has
[quote who="Lucky Jack" reply="7" id="3424445"] I too am looking at the new economy screen and a new puzzle appears. GC1 and GC2 divided the manufacturing spending between Military and Social spending, but this picture makes it look like that is going away. Without seeing an example of controls for individual colonies, it is unclear whether the build queues for colonies are also being combined into one queue. Two build queues, one for military and one for social, was the result of a ver
[quote who="Kantok" reply="4" id="3424422"] Looking at the founders' economy screen picture it looks like there is a semi-circular dashed line that (I'm guessing here) shows the boundary for where the your economy goes from positive income to negative. If that's what it is, this is exactly the sort of UI touch that has traditionally been left out (or treated as an after thought) in previous games. I'm curious if that's what it is. If that is what it
After looking at the picture again, the triangle is between wealth, manufacturing and science. Not sure the exact difference but 3 sliders to a triangle it still looks like an improvement. I just wonder what the dotted circle around wealth represents. I bet it is the farthest you can get from wealth and still make money each turn.
In the founders vault there is a picture of the economic screen just released in the last day or so. It shows that the three sliders for military/social/science have been converted to a single dot on a triangle configuration. This would give us all the exact same control as before and still be easier to understand and operate. From listening to the podcast I never got the idea that they were going to simplify by removing control but rather that they would simplify by better
[quote who="michaelwhittaker" reply="36" id="3424316"] Quoting qrtxian, reply 34 I don't really have a problem with AI surrender behavior, but I don't think it's ever a good thing to have "turn it off" as the only solution to a problem. If you have a better solution to what you don't think is a problem then I would like to hear it. The reason I think it is the best solution is because someone likes planet trading and surrenders, or it would not be
[quote who="Lucky Jack" reply="4" id="3424389"] Quoting Replicators, reply 3If I have a vessel with 5 in beam, 5 in shields and 30 health against 10 ships with 4 in beam, 4 in shields and 20 health, my ship will win. If I have a vessel with 2 in beam, 10 in shields and 30 health against 10 ships with 8 in beam, 1 in shields, and 20 health, my ship still wins. My ship costs much less than the sum of the enemy fleet, the stats of ships individually
[quote who="Frogboy" reply="69" id="3424084"] Quoting Rhonin_the_wizard, reply 65 While we are having this discussion I'd like to bring up a pet peeve of mine. In GC2 they are called Major Races and Minor Races, but that is wrong, especially for the Krynn Consulate, which is mentioned to be a group of different species. Wouldn't it be better to name them something else like Major Civilizations? Also, Netro Mancer was the leader of the Altarian Re
I kind of like the new look. The old GC2 look always seemed off to me. So did Casey IMHO. The artwork is much better now.
One I forgot when I first posted this thread. 7) Farms and population control. Frogboy decided that to prevent over inhabited planets, he would make it harder to keep them happy with crowding. It was a good idea but it had some bad side effects. One of them is that I no longer used the 300% bonus tiles. Another is that I didn't research the second or third farm techs anymore depending on how I wanted to play. It occurs to me that the
From michaelwhittaker [quote]"What are you talking about. Are yousuggesting that they should eliminate life support; I wouldn't mind having unlimited range. If you are talking about the little range you start out with, and not being to make it longer. Then my question is why do you want to eliminate this, so I cant explore the galaxy. Can you clarif
[quote who="androshalforc" reply="12" id="3423399"] 3) talking about the traditional auto explore a) it needs to be updated to (in my opinion) prioritize range from start point in gc2 it started by exploring its current sector then went 1 to the left then 1 to the left until it reached max range, what it should have done was 1 to the left 1 down 1 right 1 right 1 up 1 up 1 left 1 left and then expanded to the next sector out b ) it should account for sensor range i
The title of this thread had me going in there and getting disappointed. [e digicons]X([/e] [e digicons] Be careful of how you word titles. Err, unless your alignment is evil.
[quote who="kryo" reply="3" id="3423250"] I don't have any way to compile them if they used studio 2005. It actually used 2003, which is part of why the GC2 updates stopped.[/quote] I knew it was one of those two. But seriously, if I could compile it I would ask if I could.
[quote who="mormegil" reply="5" id="3423342"] This is an awesome post, I can honestly say that everything mentioned above has been addressed in GC3, some with solutions much like you suggested. Others by substantial changes in game play. I think you will be happy. However I will say that I never thought to have planetary governess preview what they should build when selected, this is such a obviously good idea that I am now officially stealing it and claiming it was min
GC2 rocks. It really really rocks. I still play that game often and enjoy the crap out of it. But it has a few issues that really shouldn't return in the sequel. These aren't bugs per say, just poor implementation. Annoyances that can't be modded out well. I don't know if they will be relevant to GC3 but if they are or could be I hope to draw some attention to them. All of these annoyed me enough that I had serious thoughts about
I mostly use my own mods with just one exception. Exception: Babylon 5 ships (from here somewhere), with my own hull mod. Made the standard size hulls Aurora, Thunderbolt, Hyperion, Omega, Warlock. And then fitted the White Star and Nova as specials with the tech right after medium hulls. White Star is the same as a medium hull but with better base speed and sensor range. It also costs more and makes a good survey ship. The Novas are right in between medi
I have already red comments from stardock that the map sizes will be modable. "Currently a hex sector, has a 12 hex radius, so there are 397 hexes per sector, which is a bit larger than a 16x16 GC2 sector. The smallest galaxy is currently 7 sectors. The largest we will leave as a surprise, for later. These values are all set out in data, that modders will have access to later, which should be fun." From <a id="ctl00_ctl00__Content__Content__RepeaterReplies_ctl10
[quote who="Gaunathor" reply="21" id="3422398"] Quoting lecek, reply 19Which ship you choose doesn't matter. But when upgrading individually, I sometimes see 5 or more weeks to upgrade. When I upgrade them all, I have never seen more then 3 weeks in the time estimate. I suppose it was possible I was just lucky when I click upgrade all, but I play on immense maps and have ships all over the place and I haven't had a long wait for upgraded ships that way ye
[quote who="Gaunathor" reply="17" id="3422226"] Quoting lecek, reply 16You don't ever have to deal with more than 3 week upgrade times in GC2. All you need is at least two ships of a type. One close and the other can be anywhere on the map. When you upgrade the first click on "upgrade all ships of this type" and it caps the upgrade time to about 3 weeks. I use the "upgrade all ships" option whenever I can afford it, but I never saw it cap the upgra
[quote who="MottiKhan" reply="14" id="3422121"] It can take an extreme amount of time to upgrade in GalCiv2 if you're far away from a planet or starbase. I don't remember if the max is 133 or 233 weeks, but either way, it makes upgrading impractical. Your ship will be at 1 hp the whole time. If your ship is outside of its movement range, you can run into this. There are several ways you can find your ship outside of its movement range. &nb
Well for that matter, rush building a huge hull battleship in one week is kind of ridiculous as well. Even if it is from a star port. And same goes for planetary improvements. I wouldn't say no to limited ability to rush build, rush upgrade everything. Perhaps make it a game option for those who don't care. Perhaps if you have to research a technology and then it still takes multiple weeks. So paying for a rush build would reduce the time to build