[quote who="DsRaider" reply="25" id="3413135"] You do realize that this is Galactic Civilizations right? All the ships basically use magic to travel faster then light. Not only that but the very idea of space combat using what amounts to naval ships transported into space is ridiculous beyond belief. There are thousands of reasons why that is totally absurd. Do you know how long it would take for humans to build up a population of millions on a colony planet? Thousands of years, if ever
Tridus
[quote who="WIllythemailboy" reply="63" id="3413181"] There's no reason to penalize players who were good at constructor spam because other players either weren't good at it or found it boring. Alternate construction methods like this might be good as an option, but removing the instant construction option would be a severe nerf.[/quote] It's not "penalizing" players to change how something works in a new game. It's normal. It's also entirely normal t
Those numbers are highly dicey for gaming for several reasons, primarily that they're heavily skewed by corporate systems that will never be used to play something like GalCiv. That's where the XP marketshare is coming from. Well, that and pirated installs that are so out of date they couldn't play anything anyway.
[quote who="satoru1" reply="66" id="3410381"] Steam's own hardware survey seems to indicate that there's almost no one out there using it. But obviously somehow that 3.69% of Mac users is somehow 'worth while' enough to justify making a port of a game, or hiring someoene ( like Aspyr) to do it. [/quote] Apple users are known for being willing to spend money. There's a reason why the mobile gaming market is totally dominated by iOS despite Andr
Well, my Starbase ZoC suggestion would help with that. In order to box you in someone is going to have to surround you with Starbases equipped to it, which isn't trivial and won't be happening during the early colony rush. If you let them do it after that... well, you kind of shouldn't let them wall you off, should you? :)
[quote who="Gaunathor" reply="22" id="3412956"] Quoting mattiscool555, reply 21The one thing I'd do differently though is not make ships on a "cargo" hull adhere to this rule. So, troop transports and warships using a cargo hull are free to cross your borders, or am I misunderstanding something?[/quote] He probably intended it to be freighters or trade ships. Things used by trade routes, not ships with military modules.
[quote who="Martok" reply="14" id="3412844"] I too would like to be able to "enforce" my borders (in some way that doesn't require me to actually patrol/defend every single millimeter) -- during peacetime, that is. Obviously, it doesn't apply when you're at war with someone. [/quote] I'd love to see Starbases able to exert a zone of control around themselves to do that. "This is my space, and you can't go in here without the base
[quote who="Lucky Jack" reply="5" id="3412709"] Quoting chuck1es, reply 4 A dollar says they're making it touch-screen based, too. Only for Windows 8. but I wouldn't be surprised. I hear that the mechanics for touch screen are rather minor in the overall scheme of programming.[/quote] and pretty huge in terms of UI design. It's really easy to make a UI that's bad at touch, or good at touch and bad with a mouse. Conveying a lot of informatio
That'd make sense if you can build "housing" buildings too, so that population caps on planets aren't entirely controlled by food. Then you could have excess food on one planet going to another one to support a higher population there.
You can turn off auto-updates for a game in Steam.
[quote who="Larsenex" reply="59" id="3411621"] This would make Multi player more interesting but would be a devil to program the AI to learn and use effectively. [/quote] Competitive multiplayer folks are probably going to hate it, due to the randomness. As a coop player that doesn't bother me, but I don't like the blindness in general. I'd rather know what I'm getting, like how most games do it.
[quote who="Reaper273" reply="14" id="3411554"] Modern games AI can be very complex, I don't see this as a step too far, in fact I would prefer the AI to be able to choose exaclty the best size for it's in game situation (position, resource levels, tech...) if there are just presets then so be it but the more choice the AI has the better.[/quote] That's often not true. More choice is not good for an AI, particularly when the choice isn't adding depth.
[quote who="mattiscool555" reply="283" id="3411546"] Ok. Look. You can continue to keep bitching about the reason I openly admitted was stupid all you like. I can pettily troll with the best of them and do this all day. However, that still doesn't change the fact that tactical combat only serves multiplayer. AI tends to have problems understanding complex tactics and almost any auto-resolve solution tends to be easily exploitable, or tedious in application. If it
Personally I'd leave fighters/carriers to an expansion, and devote some time to figure out how to do them well. I like them, conceptually. My key thing is that they need to do something that other weapons don't. We don't need them to act as another gun, only this one is called a fighter.
[quote who="Reaper273" reply="7" id="3411457"] Not quite, as I said before ship size would be a factor of a few more things than they currently are (and by currently I mean GalCiv2) making things potentially more interesting. It would also allow for construction of one off over-sized ships if you have the resources to do so. There would be the need for further thought into balancing this out but I think it would be worth it.[/quote] So if I want a big ship
[quote who="Reaper273" reply="4" id="3411436"] I agree and power generation should/would be one of the limiting factors to how much 'mass' and other assorted tech you can put into a ship [/quote] At which point we'll have the same system we have now, only the determining factor will be the powerplant chosen instead of the hull size. [quote]I just feel that arbitrary sizes are perhaps not the only, or even best, way ship size management could be achieved.
[quote who="WIllythemailboy" reply="28" id="3411118"] That still doesn't match the ability to drop a full starbase in one turn. In GC2 terms: I can throw 11 constructors at an undefended resource and have a mining starbase at +60% the same turn. A planet style build queue, even rush buying, would take up to 10 turns to get to the same point, the speed of the build queue determining how many (if any) modules get built while I'm buying the others. That, of course, is if the module
Nobody really knows yet... except that it requires a 64 bit system. That means it's going to use a lot more RAM than Sins can, as Sins is limited to 32 bit.
A lot. For one, this is a turn based game and not a realtime one. If it's like GalCiv 2, combat will be automatically resolved when fleets fight, and not played out. There's much more emphasis on resource and planetary development. Have you ever played a Civilization game? It's more like that than it is Sins of a Solar Empire.
[quote who="WIllythemailboy" reply="20" id="3411040"] I'll add a conditional vote for the minority as well. Starbases will be significantly less valuable without the capability of building them quickly, which is what most of the alternative schemes lack. If I blow up a Torian starbase on an economic resource, I want that stack of constructors to build it from nothing to full production immediately, not 20 turns from now. Slow build would suck. If there's a better way
[quote who="Tyrantissar" reply="16" id="3411021"] well, DX9 may be no longer supported by the company that made it, but I assure you that most games still does support it. My guess is hell yes it will be supported. [/quote] They say it won't be. They also say they're making the game 64 bit only, which rules out XP. DX9 support is dying a very rapid death in the industry as XP dies off and now 64 bit PC hardware based consoles appear. If you'r
[quote who="Lucky Jack" reply="12" id="3410867"] Quoting Tridus, reply 11If you're limited to DX 10 because you're on Vista, than you're stuck. The game doesn't support Vista. I had Vista and it had DX11.[/quote] Oh? Well hopefully you don't have Vista now, because the game doesn't support Vista. :)
[quote who="DivineWrath" reply="47" id="3410933"] Why not have the excess research points be automatically be redirected to the next research project instead of being wasted? I'm thinking that when ever you have more than enough research points to complete 1 tech (or several), the excess is put towards the tech of your choosing (you should get a pop up or something).[/quote] That's what it should do, yeah. Excess should just sit in a pool until you pick th
[quote who="wizisi2k" reply="2" id="3410767"] I once bought a game without looking at the min req's to see if it would run because it looked fun. That game required DX11. My PC supports up to DX10. This is something that would make or brake me pre-ordering the game. If it doesn't have DX10 suppourt, I won't be pre-ordering. I pray it does have DX10 support along with a limit for the amount of RAM it can use on a system[/quote] If your PC
[quote who="NorsemanViking" reply="7" id="3406627"] Anyways I want to underline this: The best strategy games have interesting micro. The worst and most soulless ones are streamlined to death. [/quote] You may find yourself in the minority if you put "interesting" and "constructor spam" into the same sentence. :)