Phasics

Phasics

Joined Member # 2980445
2 Posts 1 Replies 2,888 Reputation

Would like to see a single map epic campaign instead of a string of maps each starting out again with only one tech would prefer an immense sized map campaign that grows and develops slowly with key techs kicking the campagin into the next set of scripted events. I mean it would be a sersiouly awesome game to start with one star vs a near filled immense universe and slowly have to conquer it a piece at a time, often having to broker treaties or sway colonies to join you throug

32 Replies 38,404 Views

Basic 2 player Multiplayer Nothing fancy just me and a mate and an immense map , turn ends when both player click TURN, if a turn takes too long well I can deal with that outside the game with a solid spear tackle if required. global chat meh I can even live without that. Just something to be played for a few hrs a week over several months to a year. The kind of game you'd only play with a friend because you know where he lives and can hunt him down to finish the game.

32 Replies 38,404 Views

Figured a quick question here might save me some time playtesting several maps. Looking to create a map for an epic sandbox game Key Features Empty space rich Star poor Planet rich Tech crytsal win options would be disabled since it'll be a long long game Basically what I want to ask is how big a map will I need to use for 10 players so that in the inital stages of the game its impossible to meet another player. And the only way to meet another player is eith

0 Replies 2,178 Views

It's a shame , you can only play with yourself for so long no matter how well scripted an AI is. Oh well guess I'll keep my finger crossed for a sins/galciv hybrid to come out. Although I must say sins with everything turn'd down to its lowest speed does give more of an epic feel to it and a more tactical one too boot.

5 Replies 5,412 Views

Not a thread about the merits of having multi or not. Just wondering if anyone has found a way to play multiplayer games of GalCiv2+expansions. Basically in any format. and what do i mean by multiplayer ? Both players logged into a map Both players can act exactly the same as a regular single player game. Turn is finished when both players click the TURN button (one waits for the other) Nothin fancy just a quick and dirty way of 2 people playing 2 differnt races

5 Replies 5,412 Views

Just had a quick question want to see how sins will run on my laptop was just wondering if there's an easy way to transfer it from one computer to another. Did the digital download so I dont have a CD I can use. Would rather not have to download it again on the laptop. Cheers

4 Replies 9,612 Views

[quote] Megaships have been brought up several times in the past. They won't be happening, AFAIK, though you're as always free to mod them if you so desire. if you think about it these massive ships would really just be one GIANT target. Think the command ship off Star Wars, everyone and their cousin were having a good ol' time blasting the crap out of it. [/quote] Which is exactly why I like the idea of

7 Replies 3,101 Views

Just a reply to a thread I read the other day where somone was complaining that once they'd effectivly won it then still took hours to finish off the map. I ended up playing a Me+AI v 3AI v 3AI single system 10 planet. The Early game was very hectic I basically had to defens not only myself but my AI buddy who of course was completely outmatached by the 3AI on his side of the map, was acutally kinda fun protecting him as well as myself and trying to buildup a fleet. A little while after

16 Replies 5,342 Views

In general if you just select all your ships and move them as a group to the esdge of a grav well roughly facing the line you want them to travel wait till they all get there and the jump they will all jump within a few seconds of each other. Although on a couple of occations I've had a sync'd jump

7 Replies 5,460 Views

Well if such a system was implement then static defense would need to be tone'd waaay down to compensate just to begin with it really would require a complete re-balance A soft half way of doing it would be to have 3 types of ships Heavy Assult/Defense , ships are the most powerful in each of thier classes but lack antimatter regen ability Hybrids, Have mdoerate assults/defense and also have antimatter regen fundamentally what ships currently are Tankers, are basi

26 Replies 7,853 Views

A bold statement I know and probably haven't spent enough time thinking it through but hey here it is anyway. Just thought it might add an extra layer of tactical options/restrictions Thought it might be nice if antimatter was a depleteable ship consumable no regen. How would this work ? Planets would manufacture antimatter through an orbital structure. Antimatter tanks would be needed to hold (fleet sized) quantities. extra production facilities increase production rate. extra

26 Replies 7,853 Views

May have been mentioned before but why do the health/shield bars not show a 1:1 ratio of bar space ? The Health bar seems disproportionally large compared with the shield bar. Before I realised I thought that the ships and therefore the weapons I was using had less effect on shields. At times making out the difference between 30 to 70% shields can get a little tricky on the frigates and cruisers at a glance, makes shield repping with a dunvo at the right moment just a little ha

2 Replies 1,741 Views

Maybe its a bad investment but it seems like a no brainer to me if you have the cash. Just realised after looking at end game stats of a 10 player (9 AI) game and none of them spent any money on capital ship upgrades. Now just looking at an AI wallet they seem to delplete thier funds before it ever hits higher than 1000 which would of course make it impossible to ever upgrade a capital past lv 2. Just wondering if this is intended and that spending money on upgrading c

5 Replies 2,517 Views

Excuss me while I derail my own post but I figured this didnt need a thread of its own. Question Are the current ship list in beta 4 all of the ships for the two races ? Or are we expecting to see more added before release ? thanks

8 Replies 3,353 Views

Just wondering if random events are going to be included e.g. Your colony on X a Volcanic planet has been crippled becuase of a , you guessed it, volcano that popped up right next to it. the always popular your mining colony found a superrich vein of crystal you get 2x income for the next X seconds. Or Asteriod belt Y has been hit by a solarstorm and lost cohesion, as such there is not enough gravity to maintain the jump lines to it, (thus chaniging the strategic valu

8 Replies 3,353 Views

[quote] This however all falls apart if you get a non colonisable node in your network like a gas giant or asteriod field. This makes jump inhibitors useless as the enemy can awalys jump to the node and attack anything onnected to it , leapfrogging your defenses. This was already mentioned and noted by the devs [/quote] Ah

5 Replies 2,263 Views

A few thoughts on capitals I like the fact you get a flagship when you start, I'd argue almost essential for clearing planets to colonise early on and great for crippling a nearby enemy if you can take out his capital without losing your own if its a crowded map. Now I also agree that capitals should always be open for building from the start it creates alot of tactical options and adds much of the early/mid game flavour. if they were limited everyone would be forced to turle e

7 Replies 3,101 Views

Just a quick comment on jump inhibitors. They can be very useful if you can grab a pocket of space and have 2-3 guard planets/asteriods covering your main planets freeing them up for more reaserach and less defense. This however all falls apart if you get a non colonisable node in your network like a gas giant or asteriod field. This makes jump inhibitors useless as the enemy can awalys jump to the node and attack anything onnected to it , leapfrogging your defenses. N

5 Replies 2,263 Views