MottiKhan

MottiKhan

Joined Member # 2752874
8 Posts 438 Replies 4,936 Reputation

[quote who="baldbill46" reply="12" id="3411746"] I do not want any RTS, that was never part of either GCI or II. I don't like click fests, I would rather just allow the computer to take care of combat. I like to do the colony management, I like creating the ships, choosing what to research. I like the turn based awesomeness that this game represents. RTS should not be part of this game in any form. Sorry, I am old school in games, I feel like there are soooo many cl

73 Replies 270,534 Views

[quote who="Frogboy" reply="38" id="3411692"] Those who like the idea of designing carriers and seeing carriers in action in fleet battles I think will be happy. Those who imagine fleet battles that play like MOO2 (i.e. where you're micro managing individual units) will be less happy.[/quote] THAT'S what I'm talking about! [e digicons]:w00t:[/e] +1

83 Replies 398,106 Views

Carriers or carrier modules would fit nicely into the strategic flavor of GalCiv. As long as you don't have to control each one during the fight, I think it would be a good addition. Using them sparingly and at the right time would probably be the key to successful deployment. I can't see their value late game, but they'd work mid game in some circumstances.

83 Replies 398,106 Views

Bummer. You'll probably have to open a ticket with Stardock Support. There's a thread for activations in the GalCiv2 forums that seems to get attention from Stardock, but there hasn't been a post there since last year. https://forums.galciv2.com/122873/page/15/#3301976 It's worth a try anyway.

4 Replies 8,396 Views

I'm pretty sure that Impulse is dead. You can probably find your games and updates on the Stardock support site. https://store.stardock.com/login.aspx?ReturnUrl=/myaccount After you log in using the email and password associated with the game, you can go to My Downloads. It should be listed there with the keys and all. I assume that the updates are attached to the downloads.

4 Replies 8,396 Views

I don't know why it's not showing. It meets the avatar requirements (max 100x100 pixels and 40kb, jpg or png). Yours is 84 x 100, 6 kb and is a jpg. You might want to post the problem in the Forum Issues section. It's been my experience that they fix stuff pretty quickly during weekdays. You might be waiting till Monday for a fix, but I'd bet you half a peach that they'll get it soon after. There's no direct route

2 Replies 8,351 Views

[quote who="Ryat" reply="1" id="3410163"] Why would we care about bugs from an older game that has a different engine. Your other post makes sense. This one doesn't. Galactic Civilizations III will have its own bugs to worry about.[/quote] +1. GalCiv and GalCiv2 were great, but are now in the rear view mirror. Let them go and we can move forward. We'll be doing enough alpha and beta testing on GalCiv3 to sufficiently hold our interests.&n

20 Replies 30,393 Views

[quote who="chaverinou" reply="5" id="3409694"] Quoting MottiKhan, reply 3Some sort of asynchronous play is someone know how it will work ? [/quote] Stardock knows, but they're keeping it under wraps for now. I'm really looking forward to what they have in mind on several of these fronts. Comparing the real thing to all of our speculation will be fairly humbling, I'd bet.

15 Replies 73,726 Views

[quote who="Seilore" reply="6" id="3409815"] Some of you I think misread my post, I was saying they averted the option to pay to win, they did this by offering the game upfront as a complete game. Now the second question I posted had to do with expansion packs (a new twist to the game) not DLC's (extra features to game). To me they are two different things. DLC's tend to give the end user an advantage against other players, and with multi

12 Replies 19,309 Views

RT is not needed for MP. The FAQ has already addressed this. The game will be turn based. Some sort of asynchronous play will be included for multiplayer. Stardock has it figured out, so the answer to your question is "yes". The answer to your post title, however, is "no".

15 Replies 73,726 Views

As long as fighters and carrier fighting can be autoresolved, I think they'd be an excellent addition to the GalCiv universe. A carrier might be relatively weak compared to a full blown battleship and it would cost significantly more, but it would have its niche for harassment and attrition. There are other ways to go about this, but a carrier would be a loophole to the logistics limit. Perhaps in the mid game when economy is starting to recover, but logistics tech is

15 Replies 75,995 Views

[quote who="TweetyLeaf" reply="213" id="3409011"] I have been guilty of suggesting some tactical combat elements here. That said, im against them all. Auto resolve is the only way to go. [/quote] You are forgiven for your previous transgressions.

411 Replies 1,960,264 Views

[quote who="mormegil" reply="11" id="3408927"] I am loving this thread. First off, as the designer, this is perhaps my biggest challenge. Keeping the soul of Galactic Civilizations II, but making it better sexier, and feel new. I can't really roll out a big list of what has changed, and what has stayed the same… Yet. But I will let you know that keeping GalCiv, GalCiv, so to speak is my number one priority. This is not to say we won't have lots of new thing

69 Replies 221,650 Views

[quote who="chaverinou" reply="11" id="3408104"] Giving a pirate flag to our ships to make them corsair is a good idea but should be balanced to have a negative effect on the player using that (he could be catch and pay a fine...)[/quote] [quote who="Starbound_Dust" reply="12" id="3408134"] This is where espionage comes in, using spies you should be able to determine which race the pirate ships belong to and then if they make an ill judged act of piracy against you you wi

24 Replies 41,217 Views

There are a lot of comparisons between MOO and GalCiv. GalCiv is better than Master of Orion and I'm sure Brad will make sure that combat doesn't detract from the strategy of the game. Hopefully, tactical combat will be kept to a minimum if it's included at all. I can see giving the fleets in general a strategy for engagement, perhaps a policy type thing. But realtime control of fleets, stacks or what have you would suck, especially in the end game. &nbsp

411 Replies 1,960,264 Views

I like the shipbuilding part of the game. Automatically upgrading as new weapons become available can get expensive and economy plays a significant part in GalCiv. I can leave older weapons on ships as long as they're still useful. The ships also don't need to stop and upgrade for x turns, depending on their location. This is particularly important when a mixed fleet has to be in a particular area at a specific time or if you're playing cat and mou

18 Replies 84,563 Views

[quote who="Tridus" reply="29" id="3407821"] I'm just hoping it has coop play. That is the best form of multiplayer for a game like this, as it doesn't work against the single player part at all. Get a couple of friends, crank up the difficulty, and try to win. Competitive multiplayer isn't as well suited to the genre, and while some games have made it work, they're really doing it in a different modes or with special rules (along with really small maps).<br /

35 Replies 127,847 Views

[quote quoting="post"] This is a really simple one. The long rant is below. PUT MORE STUFF IN SPACE. In GC2 the map was basically empty and immutable - there were a total of 5 objects: Suns, planets, asteroids, anomalies and ships, 3 of which were completely static(excluding the gimicky death star). And yet on the scales GC purports to operate, there is SO MUCH STUFF in space. Nebulas

13 Replies 31,350 Views