Nidaros

Nidaros

Joined Member # 305310
0 Posts 0 Replies 240 Reputation

Well, what I had in mind was somewhere in the line of an Event-directed mission, every time you start a new game the computer will generate, from the events, a mission for you to fulfill, the goals will not be "find 10 iron" or "build 2 houses and a granary", it will be more like "The planet has to little water, find a way to create more water" or "the temperature of the planet is to low, find a solution". It is hard to explain as there is no game quite like it yet, but when I say that the e

19 Replies 599 Views

Is there any way to update your userinfo, I for example, would like to change my e-mail. When I created my profile here I selected a hotmail adress wich I never use, I always do that when I register something online, just in case.. You never know if you are going to get tons of junk-mail or not.. But now I want to change my e-mail to my "real" adress.. How do I do that? :)

5 Replies 280 Views

This might be a to private question to ask, but how much money do you think GalCiv will bring in? And how much does it cost to develope a game like GalCiv? /Andreas

21 Replies 656 Views

Well, at the moment I belive that the Devs are quite busy, Brad (Frogboy) has previously said that he wished the forum to be more organized, and asked around on the forum if anyone was interested in helping.. But what their future plans are, I cannot say..

10 Replies 376 Views

The first and largest conflict will be against the environment on the planet you are colonizing, and the large amount of random events will make the game quite interesting, your colony might for example split into two different colonies where you only control one, invention of new sciences and skills will be done on the Need Basis.. for example, why would a civilization based entirely on the seas invent the wheel? So invention of new ideas and construction of new items will be done on the so cal

19 Replies 599 Views

perhaps.. I for one, would LOVE to take on the challenge to create a working colony an let it evolve over the centuries to finally become a prospering planet, then in the future you could add an expansion where your planet builds its first starship and enters the stars once again..

19 Replies 599 Views

Well this is a thought and dream I have of my own.. As I am now finished with my studies in Archaelogy and Ancient History and now have set my eyes on C++ programming. My hope is that I one day can make a game of my own and not just devlope other peoples ideas, this game is kind of complicated but I would find it immensly fun to play. I know, if I am to one day make this game I am a fool to give out my idea at a forum, but I dont care.. (I have a hole bunch of ideas) ;) <b

19 Replies 599 Views

It would be practical with a counter, because then I could just sit here and stare at the counter, and I dont even have to shift my eyes to the clock in the lower left of the screen... just wait.. wait wait wait..

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Hey Brad, couldn´t you add a counter on the first page that counted down until the doomsday? ;) (doomsday of my studies that is, in some strange way, the release of GalCiv and the doom of my university studies seem to come at the same time, can anyone explain this penomena?) LOL

3 Replies 243 Views

Actually, the support vessel could maybe be built in 2 or three steps, like a starbase, you could choose what kind of modules it would be on it, for example shield restorer, or repair ship, or perhaps even a command module wich would enhance the tactical advantage in battle..

8 Replies 251 Views

Is it possible to add some sort of "Support vessel" in the game, a ship that can for example travel with a fleet and add additional defense or shield capacity (generators aboard ship produes energy wich it then can reinforce the fleets shields with), if it is, then you could also add some sort of counter-measure ship wich neutralizes the energy beam from the support vessel. These kind of ships could add to the strategy involving ship combat. Also, is carrier a feature? I know there is no ti

8 Replies 251 Views

Seems like a good idea Brad, we dont want you to make the same misstake as the devs of Moo3.. A game (wich I think is fun and quite innovative) with way to little gameplay information.. you cant have to MUCH information.. or am I wrong?

11 Replies 629 Views

I have a thought on this war business.. It might be like in Europa Universalis 2. If you are at war with another nation, but there is no open hostility, for example combat, then the war is ended after a certain amount of time due to lack of interest between the two combatants.. If the AI in Moo3 declares war on you because he finds you a bit annoying but he doesn´t have the means to attack you, the war will end after a certain time, but as he still annoyed by you he will still declare wa

33 Replies 2,161 Views

Well, I wish you all the best of luck, I am sure this game will be my cup of tea anyway, but someone will always find something to complain about, no matter what. When I am finished with my c++ education I will get into (hopefully) strategy game programming. And I fear the day a product I have been working on will be released, I dont even think I will dare to turn on my computer for a couple of days.. Beeing and Indie as you are must be quite hard, beeing at the constant mercy of t

6 Replies 328 Views

It must be quite hard to be a developer. Everybody is waiting for a game, anticipation.. If the game turns out good they get raised to the skies, if there is a SLIGHTEST fault in the game they get toasted.. Working their asses of to get the game finished, and when its released they get totally overwhelmed by all those people who are disappointed that its not Moo2 v 1.5, or that its missing this or that.. Its not easy to make a game to suit everyone. Its tough on the devs, putt

6 Replies 328 Views