Peace Treaties Personally I think there should be a minimum number of turns that you can't go to war with someone after you sign a peace treaty. If you DO declare war before this time period is up I think your diplomacy rating should be pretty badly beaten. Agreed, this would be nice. Resource Treaties Imagine if you could LOAN developed resources to other races? That would REALLY a
thehandofzarquon
Will the right-of-passage effects just be for ships with weapons? Will a freighter take forever to get across the galaxy? And if my survey ship gets zapped through a wormhole will it ever be able to make it back, at 1 pc/turn it'll be practially out of the game since it'll never get to another anomoly. Hmm... maybe there could be two rites of passages: one for military and one for non-military ships... The non-
Will Minor Races ever be able to do some amount of colonization? They do occasionally, actually. However, I would like them to stop building useless influence starbases...
If you don't have a right of passage treaty, ships will only move 1 move per turn through someone else's sphere of influence. Wait a sec, what about the Yor's super ability, Super Isolationists? It slows down ships to 3 parsecs per turn. I'm not entirely sure on this (I asked about it above)... but I have a feeling that your speed will remain unaffected if you are at war with the Civ in question, with or wit
If you don't have a right of passage treaty, ships will only move 1 move per turn through someone else's sphere of influence. I'm hazarding a guess that this movement reduction doesn't apply if you are at war with the civ in question? Otherwise, Super Isolationist ain't looking too good... Also, is this going to be a permanent thing like the current Research/Economic treaties are? You wil
That reminds me... Space Miners have an automate button on the little window at the bottom of the main interface in place of the Construct button... this button is grey-ed out for Survey Ships. Why not place an automate button there? That alone would save many keystrokes and the like for resetting the Survey Ships back to surveying...
DivineWrath: Isn't the option you're looking for the 'sentry' command (wakes up on hostiles AND friendlies)...or are you requesting that the guard option stays in constant effect until the player turns it off...not just when the first unfriendly ship is sighted? Yes, I want a guard command that stays in constant effect until I turn it off. Sentry is the opposite of what I want. </di
as long as it applied also to all the good/neutral/evil buildings but the buildings aren't good/neutral/evil. they're drengin/terran/etc. i read nothing to indicate the unique buildings and techs would be related to the game ethics at all. I was talking about the current alignment based buildings, ie: Temple of Evil, Mind Control Centers and the like. As for wh
About the Slave Pit in specific if im not mistaken I read somewhere that youll have to take a alignment choice once taking over the planet. Etc free the slaves would be a Good choice but would be very costly, while just keeping the pits as they are would be a Evil choice. Makes sense and sorta solves issues with Good aligned races taking over Evil planets that have hefty bonuses due to their previous owners alignment.
I want to know how capturing other races' tech will be handled (ie getting a slave pit that exist on a planet that had been captured). I imagine it will be no different than it is currently... you can already capture a planet with alignment-based planet improvements on them of an alignment not of your own. Some techs may be unstealable or untradable, but I imagine you can still always capture planets with improvements from them without a hitch.
Wow, when I read that you were adding in race-specific tech trees, I thought it would just be an extra branch or two on the normal tech tree.... but it looks like each race's entire tech tree is going to be very different from every other race's. And it also looks like many of these new techs are also going to be truly unique things, not just XML numbers... which is quite excellent, I must say. That said, there are some questions I have: 1. How are the government techs g
A little late in the game, I suppose but here are my wishes for 1.6: 1. Earth-like planets that are habitable by all should be marked with a green icon. This would completely distinguish habitable planets from non-habitable at an easy glance. Especially useful with those extremely low-quality planets in the zoomed out view. 2. Collapse the tech tree further into categories, for instance, from what I remember, the Industry techs were separate techs, as were the Economy. They all
I'm pretty sure I had this last night and the text was complete. Something about the material, after subject to heat, can be (or is turned into) good building material. Do you have the latest beta? (2b?)
I also noticed, that I could place spies on planets under the rule of "super spy" race. I think you should not be able to do that. They no longer get that automatically, they just start out with the Counter Espionage tech.
Sorry double post - forgot to emphasise its announced as a "Galactic Achievement" in the popup boxes, but its actually a Super Project. So either thats an isolated Text Label error, or is part of the 'bug' symptoms. All the super projects are announced as a Galactic Achievement. Personally, I wish they wouldn't announce Super Projects when they a
Autistic Angel, the +6 Logistics is meant to be one of the natural abilities, I believe everyone starts with it, as it's the first six logistic points you get. The races have differing values of Logistics, actually. The more warlike races have a higher starting Logistics.
If the aI Drengin trade with the aI Terrans, does this mean that the player (or any ohter aI) cannot trade with the aI Drengin for 8 more turns? Is there a timer for the player to keep track? I see a possible exploit where the player can trade with all aI in one turn, just give them 1 BC if nothing else to lock the trade window to all players for 8 turns - this will
First, I think in the start-up screen there needs to be option for the number of 'hostile' planets. Like the choices for planets in general and habitable planets. With several of my games it seems that the number of habitable vs hostile varies greatly, even though I have not changed my settings. Agreed, the more options we have to customize our
Excellent question. Something makes me suspect Mumble knows the relevant number. I've never thought of buying a Man Cap outright without any production in the pipe. You have enough money starting to purchase one, but I don't know the actual cost offhand. Something like... 1500bc, maybe? Regardless, buying it doesn't really seem like a good thing
In the xml files, the techs have a property called "CanBeTraded" set to "0". This seems to indicate that the tech isn't meant to be able to be Traded. The code for the property, however, might not be in the game just yet (or enabled)... I imagine a similar property might be introduced for making it so the tech can't be stolen. *shrugs
Well, for one, the Streamlined Tech Tree Interface is in. I was kinda hoping for it to be more... blind research'ish, but since you can click on each individual "milestone" of a tech group, it's not. Still, it serves its purpose: to clean up the tech tree. There are still techs in the tree that could easily be collasped into a single group, particularly Starbase Defenses.
...and will be downloadable for those who have purchased online? Considering there is already a placeholder PDF doc (it's GalCiv 2's manual) in the Dark Avatar folder (and the very fact that the downloadable version of GalCiv 2 itself has it)... I don't see why not <img src="http://images.stardock.com/gc2/T_DL/smiles/BigSmile.gif" border=0 ALIGN=
I will say that espionage is not really open to discussion as it is something I (as the game designer) feel very strongly about. It's good to see some conviction in a Developer against fan comments... but because of the very nature of how the system currently works... this feature alone could very well make or break DA, so I'd advise you to at le
Alright, there have been many, many threads/posts about improving the Espionage system in DA. Well... I figured I might as well go ahead and post my own: In my system, you assign espionage spending as you normally do. However, you can also make a lump sum payment to immediately finish an Agent's training (like you can do with building ships/improvements), but it would be very expensive. Agents have three, distinct roles they can preform: 1. Intern
No way. The Ebon Hawk minigame was _the_ most annoying part of the game. I wanted an rpg, not an arcade game. I ended up disabling or modifying the minigames in kotor. Kotor is my best gaming experience, by far. GC2 has a long way to go before reaching KotOR status. I think it can get there, though. To recap your question: Not only "no" but "HELL NO!" </t