Personally I would just have the "fluff data" there, I like the measurement units. They also already have them programmed and the suggestion was to have them taken out. Ultimately it wont break or make the game obviously but notice how this whole thread has been taken over by this arguably petty debate? So for some obscure reason it seems that some people like them. I think a screen full of numbers is easier to look at with the measurement units, especially when al
EvilMaxWar
We need a game with space age renaissance wig hair styles. :p
[quote who="ZlothX" reply="32" id="3443927"] Quoting jim_viebke, reply 28 Brad, why not just make it a menu option? Everybody gets to be happy... You've got to be very careful with that solution. If you solve disputes with preference options too much you end up with a huge list of options that nobody wants to read through. Plus you've got to test every blessed one of them and even then you can get blindsided by certain combinations of
[quote who="admiralWillyWilber" reply="13" id="3443989"] The problem is that short and concise doesn't really work together.[/quote] I cannot make sense as to why you say that. Care to explain?
Back during the time of FE beta there was a post template for bug reporting, with a forum section for that. Basically you make a post with a standardized title that identifies it clearly as a bug report for version x. You write a description on how the bug happened and include save game and that`s it. I expect there will be the same once the GalCiv III alpha is out. Reporting bugs or problems in the most formalized and concise manner makes their job easier and is probably
[quote who="admiralWillyWilber" reply="9" id="3443958"] I wouldn't have a problem with tech trees that were to big to be filled. [/quote] ^This. I expect the tech tree to be too big to be filled. In your average game at least. I expect you to fill what is the most relevant to your goals for the game. For instance if you want to go for cultural victory, you would fill the culture boosting part of the tech tree but not have all weapons researched etc..&nb
[quote who="sulley1" reply="30" id="3443825"] I've been playing (just yesterday actually) on my 1080p monitor and though some of the text is blurred sometimes, all the ship and planet textures (and tooltip textures) look great![/quote] Sounds like you are playing in lower resolution than 1080p, which is what I do too. And honestly its looks fine despite the upscaling. If I set the resolution to 1080p though everything becomes too small and it strai
I like big maps and big tech trees in theory. But In practice I never researched a full tech three in Galciv2 and tend to get bored when it becomes overly tedious. Lately I play huge galaxies but with few stars and planets. I like it . I also just get bored with a game as soon as it becomes Obvious I have won. When nothing is left of the game but slowly watching my legions of ships and transport munch through what remains of the enemies I just start over. I made a cultural victo
Kind of an interesting idea. If Stardock are looking for features to add, be it for the game or future expansions. I would say moons and Gaz giants would be a nice place to look at. I like complex games, but how complex is too complex? Endless space allows you to colonize gaz giants and use moons but it is also a simpler game than GalCiv in several regards.
[quote who="nomotog" reply="28" id="3443803"] You kind of described why I think it's something of a wonky system. Moral is a control on your population in addition to farms in addition to planet number in addition to colonization techs. You have several systems all basically trying to do the same thing of limiting how many people you can have. [/quote] I don't think the systems are there to "Try to limit how many people you have". Its like in
The Reason I think we use the word cheat is that the nature of the "handicaps" ( Edit: or even their existence) has long been hidden from the player. Even in Fallen enchantress, where it is seemingly stated at what level the AI starts to have bonuses, the nature and magnitude of those bonuses are not clearly stated. It can also be frustrating sometimes when you see an AI act in a completely idiotic way and get away with it because of huge bonuses. ( Total war games are often guilty 
I think moral in Galvic2 serves a gameplay value. It forces you to limit your population unless you have proper infrastructure, tech or ressources. If food was the only factor that would make it a lot less interesting Imho. All of this is directly related to the amount of taxes you can collect. Furthermore, planet level approval allowed for some conquest strategy where you could use your enemies low moral against them.
They obviously do not/will not read or at least consider everything. They would need several full time employees to process all the rambling that will take place once the Alpha/Beta are released. But this being said, I know StarDock will consider what happens in the forum and what the players/testers will say. Even if they do not respond directly. When something gets posted about over and over they will take notice, like for the dual Queue thing.
I think the idea of starports being separated from their planets is actually pretty good. That could be an interesting twist of the dual queue Idea. It also makes sense. You would think starships would be built in orbit anyway. It Could allow one to destroy the starport with ships and besiege the planet.
Omg I was playing Age of wonder II like... over 10 years ago? Damn I think I still have the original CD chucked in some binder somewhere. I should give it a retro Spin :p I nearly forgot about that game. One of the thing I remember about AoW2 is how I liked to mass produce Swashbucklers with their shotguns they owned.
^True, seems like a more realistic idea.
[quote who="WIllythemailboy" reply="12" id="3443351"] the AI determines the value of its own planets solely by population, so freshly colonized planets can be bought dirt cheap. [/quote] Hmm, admittedly I did not know that. Its a pretty cheap trick to pull on the AI, I ought to try it [e digicons]:grin:[/e] ( You need every cheap tricks you can when you play at Masochistic + ) Honestly this debate is starting to feel like SNES vs Se
[quote who="WIllythemailboy" reply="14" id="3443335"] Wouldn't that lead to the population being more granular rather than a smoothly increasing amount GC2 had? If population lost the three digits behind the decimal, wouldn't that cut a few interesting choices during the colony rush? In GC2 we had the choice to use full colony ships (even multiple modules) or using a reduced load. The planets settled with reduced loads took much longer to reach full population, with conseq
[quote who="WIllythemailboy" reply="10" id="3443330"] There were a couple sorting options on the planet panel completely absent from the colonies tab. The most important of which was the ability to sort through uninhabited and enemy planets. I use both extensively and probably spend more time on the colonies tab than the planet list, but if I had to do without one I'd lose the colony tab with no hesitation at all. Anything you can do on the colony tab can be do
It's been proven that being pessimistic reduces the risk of accidents by an undetermined percentage. Edit: My favourite color is Red, and then gray...
[quote who="admiralWillyWilber" reply="8" id="3443274"] I have to say that I do the reverse while I use the Planet/ship tab; because it is better to my opinion on changing the build Ques for my whole empire. Quoting InquisitorFelix, reply 6 [/quote] I wonder why you say that, I find the complete opposite. In fact there is no advantage to the Ship/planet panel Vs the Colonies Tab which give you all the same options along with more detailed i
And I might add that the Discount ended back in january :p I had the discount too, but same as others, it went unused because I own pretty much every Stardock games.
For those who really like tactical battles there is Sins of a solar empire and Sword of the Stars. What I did not like "much" about Endless space Card system is the large part of it that is based on luck or randomness initially, Until one of your opponent becomes predictable to the point where you can use the same strategy against them over and over and it works every time. Ex: You use a fleet with mostly long range lasers. Opponent uses a card to boost Shields to counter your
Sorry, duplicated post.
That is the kind of detail that seems very secondary to me, especially since it would be very resource intensive for the company to develop such a vast "planet surface rendering system" I much prefer Stardock to use their time and ressources to make a Solid Strategy game experience and polish the UI and Gameplay and other Essential elements of the game.