Most, if not all, of those are listed in the OP as changes that would have to be made. As such, they have already been responded to.
LegacyCWAL
The idea behind having only one type of weapon is the way defenses are degraded by your attacks. If you have nothing but beam weapons, for instance, you'll wear down the shields until they're gone and the rest of your weapons start shooting a now-defenseless ship. If, however, you're using both beams and missiles, the targets will get the full effect of both their shields AND their PD, cutting down on the amount of damage you wind up doing. There are a few situations
You mean like where a popup says, "Such and such planet has defected from Civ A to Civ B" or "Civ C has built achievement X", where you haven't met A, B, or C? If we're thinking of the same thing, that's kind of a bug as far as I can tell, but it isn't really a damaging one. It won't do anything more than let you - as the player - know what Civs are in the game and what big stuff they've built. You still have to contact them to see them on the relations screen, have them in
You say yourself there are major balance issues in EU3. Balance is the cornerstone of multiplayer because otherwise, MP devolves into whoever can pull out their broken combo first. This means that by your own admission, EU3's multiplayer is drastically flawed. If GC2 were going to have multiplayer, I would sure as hell hope that it was better than what even you describe as a [i]fundamentally broken[/i] system. Of course, it doesn't really pertain to the discussion be
*EU3 sounds like it wouldn't be any fun to play online with all the unbalanced crap you mention. Personally, I prefer to have fun when playing online, not to get stomped by some broken combo as I'm being told, "omg j00 is teh suxzorz n00b!!!!111" *Read the OP regarding the ship designer. *"Actually took the time to think it through"? Have you [i]seen[/i] GC2's tech tree(s)? It's hard enough to balance tech trees as small as what you find in games like StarCra
Diplomacy victory wouldn't be possible due to it being so abusable. Get a bunch of guys together, everybody allies, and everybody has a win on their record! Yay! Differing tech trees and super abilities would be out due to obvious, major balance issues. Customizable races would be the same, but to a lesser degree. They'd have to be neutered so thoroughly that they might as well not be in at all. For the ship designer and good AI, look at the OP: a whole
Yeah, this is one of the most annoying things in the game. And even worse, it's mostly only a problem with factories. I [i]want[/i] my money buildings to upgrade, and my morale buildings and labs and even power plants. But a lot of the time I find myself just going ahead and building Industrial Sectors because it's far too frustrating to keep them from being built, regardless of the method used to do so. [quote who="Belanos" reply="5" id="2353798"]To b
The Destroyer is a perfect example of core ships that suck. 6 beam attack on a large hull is practically insulting.
The ship designer Customizable races Good AI Diplomacy victory Super abilities Differing tech trees None of these would be possible in multiplayer. Do you honestly believe that Stardock should budget a huge amount of money in order to [i]remove what made the game great in the first place[/i]? You wouldn't be playing GalCiv 2 with your friends, you'd be playing a hollow shell of a 4X with the GalCiv name slapped on the box.
But that's the point of spying, it's supposed to be expensive. If spies weren't destroyed everytime, they would just end up becoming too powerful. At some point you could completely cripple an AI with all your "recycled" spies. Hell you could probably completely cripple all the AIs and walk away with the game if your spies never died. Just crank up the spending and blanket the universe in no time. It would be too much of an exploit. Yes, it's expensive. At t
Did you buy the Gold Edition? Dark Avatar is the expansion to Dread Lords. They recently released a "Gold Edition" that came with both of them, so if you got the "Gold Edition", you have both, including the latest version.
Yet another Espionage idea: recycle nullified spies. You could make it so that spies still have the same general usage, but when a spy nullifies another one, both are unusable for a number of turns, but still alive . They'd still count towards the cost of making even more spies, but you wouldn't have to constantly pay to replace them. This would allow players who want to do a lot of spying - such as to shut down important planets or just rack up intel levels - to do so without
1. The tech tree is friggin huge. Or maybe it just looks that way all zoomed in like that, and because it's so slow? 2. I don't know how many planets is "good enough" so I can stop building/buying the colony ships? I had seven in my last game and I bet that's pretty sad on a huge map. 3. Things take forever to build. Apparently, population does NOT matter, only factories. Also, taxes do not matter, either. No matter how much you tax everyone, the limi
I have to add my vote for "it varies from game to game". In my current game, the Korath have mass drivers and everybody else has missiles, but I've had times where everybody except one or two AIs had mass drivers while those bucking the trend had missiles, or times when half the AIs went with Beams and the other half with mass drivers, or times with virtually identical numbers of AIs focusing on each weapons tech, and so on.
*grumble* stupid forums not letting me post from home. Anyways... 3) Like nullspace said, you don't need life support modules. If you need to get your ships farther out, just build a starbase or conquer/colonize a planet or three between you and the target. Oh, thats all you have to do! What if you want to strike a strategic blow to the enemy as soon as possible at a planet deep within their territory? Maybe those 3 plan
Pending an answer on whether it's vanilla or DA, a couple tips that are true to both versions: 1) Speed is life. Being faster than the enemy is a HUGE tactical advantage, even in DA where it's a lot more expensive. 2) Put enough troop capacity on transports to capture a planet with one transport, then put as many engines as you can afford on it. For me, that's 1000 troops per transport since I tend to wind up with absurdly high levels of Soldiering, but if you aren't int
OP: Did it go the wrong way when you clicked, or did it go the right direction, and then start going a different direction the next turn? Because I've had the latter happen when I try to give moment orders to a ship that's on auto-survey or auto-explore: they'll follow their orders right away, and then the next turn the auto-survey/explore will kick in and give it a new waypoint.
You mean Superior Duranthium? Yeah, that's available to all alignments. AFAIK, Arnorian Battle Armor is the only Armor that's restricted to Good.
From what I've seen, I'd divide them like this, in roughly this order: Very Strong: Drengin Krynn Terrans Strong: Thalans Korath Solid: Yor Torians Iconians Arceans* McDrengin Happy Meals: Altarians Drath Korx *Note: The Arceans have always been spectacularly unimpressive when they've been in a game - even worse than the Altarians, in some ways - but REAL
But the overall winner in DA has to be the Manufacturing Capital - it gives a 25% bonus to one world, while every single planet you have can be cruising along with a Quantum Power Plant yielding a 100% bonus. The last patch buffed the MC and nerfed power plants. So it should be better now.
Yet, on the economic tab, they were far stronger than I was. To add to what Iztok Bitenc said, don't look at the economic tab, look at the population tab. If your tax rate is lower, your economy will look weaker on the tab, but (all things being equal) your economy will actually be stronger if you have more population. I have some trouble on Tough too. I resigned my last game after some sort of event cau
It'd also make sense if the animosity scaled by how deep in foreign territory the flipped planet is. It would suck if you wound up at war just because the AI had decided to colonize Mars, then got all upset when it inevitably flipped.
I'll have to jump on the Yor bandwagon as the best overall. They were already one of the best races (possibly even the best outright) in DL, and when you add the incredibly powerful Super Isolationist on top of that, there isn't a whole lot that can really keep up. I think the best AI, on the other hand, is the Drengin. Not only is their competence at war rivaled only by the Korath, but they always seem to wind up having the strongest economy and infrastructure (out of the AIs) as wel
realized that, it's just that there are a lot of military options. Also, is there any good level for the espionage sliders to be set at? Military: If you have doubts as to whether or not you should add another engine or gun, go ahead and add it. You're better off with a ship that's faster and deadlier than is necessary than you are with an expanding cloud of gas that the Drengin just got done vaporizing. Basically, when it comes to designi
Am I looking at this in the wrong way? In large part...yeah, I think so. In any 4X game (which GC2 is), the early game is going to be about putting yourself in the strongest possible position going into the midgame. In that sense, the early game is always going to be more or less a pursuit of the same goals: expansion, teching up, growing your economy, and building up a war machine. However, the best way to go about doing that changes from game to