The mods don't really like us talking politics here. Officially, we're supposed to take that over to JoeUser or another general-purpose board. Yeah, I read the sticky but forgot about it, easy to do in a rant. My apologies. So I'll change my rant: Anyone familar with the guys that do the incredibly inane Sonic commercials? The tater tot rejector guy? Someone needs to hunt him and Will Ferrel down
Popcorn Avenger
I try so hard to be optimistic, and to ignore the inequities of life, its so hard sometimes. "Life is not fair, but just" is cold comfort, particulary when I've got a good tirade going Concerning lawsuits, the Japanese have an interesting law. If you sue someone, and lose, the judge awards them what you sued for. Tends to keep the frivolous lawsuits down and reduce the outrageous amou
It's in Latin, so . . . . . any linguists out there? Words to the DL version: Dreadlords Theme Lyrics
The one-constructor star base is still vulnerable, however. It would suck to have your super-duper fleet have to turn around and fly all the way home because some cheap fighter took out your base. True. I just use 'em to reach galactic resources or establish trade routes. Interesting to see what happens if you establish the latter and the base is destroyed . . . . wonder if all of a sudden you lose a bu
I'd like to add a bug here, if y'don't mind (instead of a whole new thread) BUG Severity: Very minor GalCiv2 DA (latest patch) Starbases are being incorrectly displayed when zoomed out to view tactical display. Sometimes they appear to be a construct/trooper, other times some kind of weird symbol I've never seen before. In my current game I haven't seen a single starbase display the c
Clustered stars would possibly help (?). I use Random and there's often big gaps of space with no stars or planets. You're right about range, though. As much as I wouldn't mind ship range being nerfed, it wouldn't solve the problem. If something's out of your range, you just build a one-constructor influence base or whatnot.
I'd like to see content, things that give more warm fuzzies: 1. Animation for Dreadnaught (Huge) class ships, first built 2. Animations for Galactic Wonders 3. Animation for cultural flipped planets (revolt) 4. Even more amusing Ethical Decisions (loved the brain-liquifying one, btw ) 5. In the Civilizations Manager screen, a symbol indicating a specific type of special planet (Heavy Gravity, etc) 6. Easing of the diplomacy nerf of the latest patch (just throttl
I know more than a few females that play Neverwinter Nights, and its a solid fantasy RPG (IMO, the best out there) with tons of customization ability to get unique looks for your avatar. Oblivion, with its gorgeous graphics, comes close, but still is not as customizable, and lacks multiplayer.
Ok. Let me be more precise so as to avoid more strawmen that have taken from an intentional misreading...the AI acts in a way MORE consistent with its interests in terms of tech trading now than it did before the patch. Of course I wasn't claiming it wasn't perfect, and there are some sweetheart deals it should take, though no good player, AI or human, would make those offers in the first place, so I still don't consider this an honest argumen
Woohoo! \o/ "Man the oars! After those Orca! Ready the harpoons!"
I got a Precursor 700% research on my 1st game's homeworld (at Painful). It was a killer game, too, changed my opinion about Tech rushes.
This is why I love my wife. She's usually either perched over my shoulder watching me play and offering advice (pretty good advice I should add) or she's too busy playing Burnout in the other room to care. Whoa. . . . .she got a sister? <img src="http://images.stardock.com/gc2
Silly. That is an extreme example that no player in their right mind would do in the first place. Or do I have to spell it out: the AI acts in its own interest now assuming the player is acting in his/hers. Extreme or not, it occurs, and demonstrates there's a problem. Same with the planet going for 280 BC. The AI "assumes" nothing, nor does it particularly act in its own interests - its a set of algorithms designed to initiate specific responses a
This is idiotic. Suicidal was made 'impossible' because the AI is not longer handcuffed by the cheesy diplomatic system that was a huge player cheat and allowed it to made the ai act against its interests. To the degree that the AI now acts in its interests, the AI was improved; a simple, but effective fix. Unfortunately this isn't the case, either. I've seen the AI act against it's own interests in a trade. Recently, at
Thanks for the feedback, I didn't think that trade could be so easily ignored, but now I know. Just one thing, what is the privateer wonder? Try the Galactic Civilizations II Wiki . Its a bit dated (pre-DA), but chockablock with GalCiv2 goodness. <img src="http://
Build the Privateer wonder. Otherwise it's difficult. Occasionally the UP holds a vote to appoint a guard for them, but the measure is short lived, maybe 2-3 years. The only other options I see is to: 1. Carefully plan out trade routes away from hostile civilizations. This isn't always possible, though. 2. Lightly arm freighters & then build military starbases all along their route. Not very feasable, particularly since the bases themselves will come under
Well, it's always easier to complain than complement. In fairness, the game had more tension, victories were thrilling, and its probably the best game, interest-wise, that I've had. I still lasted to the very end (Painful), my lone opponent, the Krynn. Diplomacy is still effective. I still did some trading but it was probably ill advised to do so because it was at a huge disadvantage (and I quit doing it entirely in midgame). Overall, for me, I liked the increased difficulty and
I'm a world developer for a popular MMORPG and I understand balance issues and the difficulty of keeping games challenging without killing the fun factor. Four years of experience has taught me to make adjustments in small increments. Don't add +10 to a creature's Attack Bonus, add +1 and see what that gets you. Tech trading has been eviscerated . -------------- Galaxy Medium, Habitables: Uncommon, Painful, Races:5, Me: Terrans Game's been "razor's edge" nearly
One important screen to monitor is the Foreign Relations screen. It not only lists the attitudes of all the other races but the reasons why they like or dislike you. Close borders. They don't like your alignment. You have powerful influence. Or most damning of all, your military is weak and your diplomats have BO. A good Colony Rush - even with DA's special planets - is important, and can "make or break" the game early. Don't only colonize the habitables; make a list of the nice
I'll be looking forward to these.
Don't be shy to post such questions. I'm always finding new screens, hotkeys, or other game components/strategies I'd not seen or overlooked. Some seem to find this a problem or misfeature of GalCiv2, but, y'know, I like the "murkiness" of the UI. Its fun to find new mechanisms or screens, hidden or obscure things in the game . . . . get that warm fuzzy from "Whoa, that's a useful window". <img src="htt
Starcontrol rocked. Very,very,very fun game.
Code to use a piccie as a link to our site: Hegemony Siggie Block Link Thanks to Marshall for the suggestion.
Posted link in our Main Thread , enjoy
A good starting point is the GalCiv2 Wiki: GalCiv2 Wiki Link A bit dated (pre-DA) but still chockablock with good information. I myself favor sandbox mode over the campaign but that's personal preference. There's lots of "beginner's tutorials" out there, look for: 1. Good Colony Rush strategies 2. Economy tutorials and Planetary development tactics 3. Diplomacy (its al