I was fine with the review until this part... I was fine until I saw the mention of the tech tree being streamlined a little. Given that part of DA isn't in yet... that (and the "no graphical enhancements" comment) convinced me that the person that wrote the preview has no idea what he is talking about and likely didn't even play it. <img src="ht
thehandofzarquon
So... I've played around with the DA beta a good bit now, and I thought I'd share my current thoughts about it: Spies: It's going to take a lot of work to get them balanced right, but it's definitely going to be worth it. However, I do have questions/comments about them: 1. You can disable Trade Goods. That's great, but does this remove the bonus from all Civ's currently benefiting from them? If not, it definitely should <img src="http://images.stardock.com/gc2/T_DL/
Oops. I didn't see this when I made my own thread. I just got them in sandbox mode by selecting random opponents (i'm not using the Dread Lord scenario). Yep, I've got them there too. They were counted as a major race. I was playing a medium galaxy with 3 random opponents. And they ALWAYS seemed to have 20,000 BC... every time I talked to them.
I though from the description in game(+50% colonization) that it would allow 50% more tiles, The advanced colonization techs eliminate the production penalty (50%) the special worlds have with the first tech. Class
You create a ship and can use it on a planet decimating it's population, without soldiers, and then planting your people on the planet. The ship is reusable. Sounds like orbital bombardment <img src="http://images.stardock.com/gc2/T_DL/smiles/Wink.gif" b
More likely that at the present stage in beta development the code for using the different types is not finished so to give us an idea of how they will work the devs put in a basic mining module instead..... Maybe True enough. The beta's also missing the Fertility Clinics (at least the building, even the tech itself mentions them) as well as the
I have mentioned this in the thread created by Brad. I would like to see the initial mining ship behave like a freighter and appear in the weird blue line as a moving ship. Subsewuent ships would then vanish on improving the bases. This would promote the idea of actualy building more than one mining vessel which i cant see the point of right now??? I
You may also want to try setting the Fullscreen option in prefs.ini to 0. Right, that worked. Thanks!
Tried that, all it did was create a slightly larger blackbox when the game starts up... Debug Message: Version v1.4x last updated on: Mon Oct 23 17:43:56 2006 Debug Message: GalCiv2 is activated. Debug Message: Checking DX Version. Debug Message: *********DXDiag info follows.********* System Info Time: 11/12/2006, 21:23:49 DirectX Version: DirectX 9.0c (4.09.0000.0904
I have a similar problem as the poster, but the game won't run if the desktop resolution is higher than 1024x768! Now, I don't care if the game is running at that resolution... but it is a nuisance that I have to change my desktop rez just to play the game... I posted my debug in a different thread before I messed around and noticed that it ran at the above resolution: Debug Message: Version v1.4x last updated on: Mon Oct 23 17:43:56 2006 Debug Message: GalCiv2 is activated
Every time I try to start up GalCiv 2 to play it crashes or freezes. It just creates a black box in the upper left corner of the screen and sits there. Debug Message: Version v1.4x last updated on: Mon Oct 23 17:43:56 2006 Debug Message: GalCiv2 is activated. Debug Message: Checking DX Version. Debug Message: *********DXDiag info follows.********* System Info Time: 11/12/2006, 19:50:46 DirectX Version: DirectX 9.0c (4.09.0000.0904) Machine Name: ROBERTS-G
*ugh* and *ugh* again. Those new building types you described are a *very bad* thing to add game play wise. It comes down to this: KISS (keep it simple stupid). There is no practical need for more than one type building (one that makes a resource, the other that multiplies the production of that resource by some constant) as you will only build complexity while adding *not
There's also a writing above sliders: "Where should indistrial spending go?" Does that mean research spending is now independent of industrial spending? Now that would be great!! NR, Iztok Look at the screenshot again .... the research bar is under
Speaking of survey ships, Does the game really need that galactic achievement that gives all of your ships the survey ability. I mean, by the time you actually research (and build) that achievement it seems like there's nothing left to survey anymore. It doesn't give them the ability, it just reduces the cost of the module to 0bc. <img src="http
There's a secondary problem, because it is so much in the Snarthi sphere of influence, it is likely to end up rebelling and working for the Snarth. Huh, that's interesting. Is this going to apply to Starbases too, I wonder? <TD class="mb-Body-Qu
This one I really don’t understand, why can’t we use the moons that orbit planets? It would be relatively simple to put a tab row across the top of the planet screen and make a tab for each of the planets moons with the restriction that moons are only 4x6 grids. You do, planets with moons get a production bonus and planets with rings get a resear
why do we have to figure that out through gamespot? Well... since they had to learn that from Stardock themselves... we indirectly learned it from Stardock, Gamespot just passed on the news. Joking aside, I've been really looking for forward to t
Excuse me for sounding ignorant, but what is the PRS? It's mentioned in the original post as being a planetary improvement that improves the actual number of citizens taxed.
These kinda things are already kinda in DA already via mega-events. But it would be nice to have more variety in normal events
As an addition to my last post, since I can't edit, basically... I'm still hoping/shooting for more ways to make ships with different and unique functions, or at least mechanically different in some way
TOV - the method I suggested above makes defense MUCH more powerful. Definetly. The defense as rolled could have absorbed up to 30-some damage, which is 1.5x as much as 20 Defense could normally deflect... And just as a minor observation, using a each weapon fires seperately system could potentially support weapons that have different f
That does it. I'm modding the game to change the Yor's icon to representations of Bender from Futurama. Hey, that also makes it kinda make sense why the Yor would have farms, they run on alcohol made from the grains they grow
This sounds like it may as well be a sequel, which is excellent considering that it's not. I'm very excited -- you seem to be bringing everything to a truly epic scale. We'll just need more tiles on planets to fit all these new improvements! Will we really need them? Asteroid fields seem to be effectively "bonus tiles" for planets that nee
Perhaps the amount of ships 1 ship can fire upon and potentially destroy could be based on the individual ship logistics. eg: Capitol ship with 10 logistics could fire at 5 separate ships per turn. 8 logistics=4 6 logistics=3 4 logistics=2 2 logistics=1 Of course it could only target a new ship once the original target had been destroyed.<B
Don't want the players going on Genocide runs? Funny, I thought that's what Invasions Tactics already were... *rolls eyes* Heck, what about the poor players of that new sect of Drengin in DA? I thought they were ALL about Genocide Runs? But seriously... I would like to see Orbital Bombardment. Here is my little "proposal": Orbital Bombardment weapons would be completely different modules