Oh I can totally see why they didn't implement very complex ground invasion battles, that's not the issue. The issue is messing with something that worked fine, and not improving it, but making it worse. Without even giving people the option of retaining the old, even though it doesn't affect gameplay. Bleh. The only game like this that I know of that implemented ground battles, (wait was it Imperium Galactica or Pax Imperia? whatever.. Imperium I think..) Ah let's just say they were a
ansury
Well maybe it's true that it's just a cosmetic addition, but yeah, that IS enough to warrant adding it. (in Galciv III) So.... yeah, since carriers are just a cosmetic improvement that doesn't effect gameplay, I also feel that Galciv 3 should NOT include other things that don't effect the gameplay significantly. Like: 1) Graphics (Who needs em? Text based maps, hell yeah! X can be a starbase, O can be a planet, and little period dots can be ships! Wow I could be the artist!)<br
[quote]The old invasion screen was the worst of any 4X game I can remember.[/quote] But you'd be out of your mind if you thought the new version was an "improvement", as it was supposed to be in the expansion. lol "Yeah, that feature could use some improvements." "Yup. I just wish people would stop complaining about it, because it's not worth putting alot of effort into improving." "I know - let's just remove it entirely!" "Der.. okies!" <br/
Just bring back the old animations, or.... OPEN THE WHOLE THING UP FOR MODDERS TO IMPROVE! :p Ok that might be more work than it's worth. So just let us switch back to the old style. It's already implemented, for crying out loud... pull it out of CVS/SVN and let's see it as an option.
Oh thank God! Yes yes yes! hehe
Ugh. Unique tech trees. Not such a great design decision, probably. Not much added to the game (replayability? hardly.. more techs to learn?), but created serious issues to resolve and design around. There's a reason that it "had never been done before" - it's really friggin risky. I guess they pulled it off, but barely. Hell I still don't know how tech trading works now, so it's usually disabled. There's something to be said about not making things TOO different. It makes game
LOL! That's funny. Maybe they felt humiliated by the thought of having to resort to using another race's technology, and their egos managed to convince them that THEIR "sling shot and tin foil" technology was, indeed, superior!
[quote]I think someone seriously needs to up their screen resolution. ^_^[/quote] Still a bug.
Letting orbiting ships fight in fleets (groups the size of fleets max, not more) is a workable solution that I don't see any problem with. The orbital fleet manager is stupid anyway. BUT I don't think it'd be useless if they used fleets to defend their worlds. At the very least it'll weaken your attack ships because of a need for more speed, and prevent all of their ships from being wiped out too easily. But assuming they have at least a few fleets, they'll probably at least get to infl
[quote]"Full 3D battles in space are too difficult and confusing to deal with" that must be why Sins is such a success?Really, you should try it before you shoot it down.Like I was saying, keep the strategic game the same, but make the BATTLES like SINS battles, with our custom ships doing th SINS-type fighting. Simple. Turn-based battles stink.[/quote] Well I never claimed Homeworld and Sins weren't successes. They're different--and for someone who likes clunky three dimensional int
Heh I was about to say he shouldn't have to, until I noticed "intel integrated". Gah! That's beyond crappy. I'm surprised it can run any modern 3D game without puking all over your motherboard.
Thanks for filling in that gap in the documentation. (And bugged game interface label I guess... another "hard to notice" one that testers missed?)
IF (big if) the AI is specificially not grouping these ships simply to "slow down a fleet" like that, I guess that could be a tactic. Kinda doubt it's that smart though. I've seen a large number of ships just get picked off one by one before. Had they grouped up into fleets and attacked my SINGLE fleet all at once, they would have at least taken a large ship out or caused some severe damage. And with the large number of movement points my fleet had... it only delayed me a turn anyway.
Well that would be a totally different game, isn't Sins full 3D like Homeworld? Full 3D battles in space are too difficult and confusing to deal with, it's not like Total War where you're 3D on a 2D surface. Humans don't think very well in 3D, especially when presented with 3D info on a 2D monitor, and also moving the camera around becomes an issue. Sins isn't turn based AFAIK either, bleh. That's effectively a totally different genre, and requires a very different set of developer skills. <
I don't care about your defense of stupid agent strategies. Blah blah blah, agents suck. I'm bitter towards anyone defending crap features that don't deserve to be defended. Now they have to spend time "fixing" this broken feature, instead of fixing all of the other problems and new "issues". And the terrible broken cost formula for training new agents is not a valid excuse for justifying it's disproportionate effects. I never said you thought it was perfect, so I don't know why you're
Can't find what this stupid slider does anywhere. (in the options under game) So, is there a way to see the rest of what this option says, or are we supposed to know based on an incomplete sentence? heh Can't find it in the pdf manual, I've looked.
What I'm talking about isn't even tech related, it just makes strategic sense to defend your planets using a fleet (more than one ship) instead of one at a time orbiting a planet. There isn't much you can do to offset such an extreme tech difference, but your chances are always better within a fleet. I've been having fleets take more damage when I fight the enemy in groups (even 2 ship fleets), versus fighting them one at a time.
[quote]One of the devs (not going to drop the name) has said on a few occasions that adding more sliders and options will eventually just make it turn into a huge pile of options and far less game.[/quote] That's not a user-modification or player friendly attitude at all. Actually saying that is just completely stupid, and a slap in the face of other games that provide as many options as possible. Can't say I'm not surprised though. How is that "less game"? lol There's nothing wrong wit
I just want what I see in the editor to match what I see in game. That's not much to ask. And the editor sucks more than simply not showing you planet/moon textures. Star colors don't match. I've also seen problems where the star names don't generate properly and it leaves "star[123,132]" or whatever as the name of the system. Or it ignores the name entirely. Then, when you get ingame, you also find that it uses the SAME texture for pretty much all of your uninhabitable worlds... What'
Well, we can't even control the space battles, so... I don't see that happening. :) But I know what you mean. I think many people will agree with me when I say that alot of people are just looking for an improved version of Master of Orion in Galciv. As far as features, Galciv has barely delivered. Some improvements happened, but entire pieces of the puzzle were ignored (tactical combat, more specific diplomacy options, etc). An "okay" game called Imperium Galactica (sp) had s
[quote]No, it's not. What we should have is the option to use the old sliders instead of training agents.When I can use spies to double the strength of my invading troops, though, I have to argue that they're not crap.The problem is that the feature isn't well developed.Also - ToTA is fanmade? No, it was designed inhouse at Stardock, by people who worked on the first two installments. Plus, 2.0 will include an update to espionage, hopefully improving it.[/quote] Yes, it is CRAP. I serio
Why does the AI still let you destroy their entire fleet, one at a time, while they are orbiting a planet? And then continue to build new ships one at a time and STILL let them stay in orbit alone to die. I can understand that they're prioritizing defense first, but that's not how a human typically defends their worlds. When a huge enemy fleet (esp more than one!) shows up IN your territory, you don't just step up military production and garrison, you take your ships and form fleets to meet t
By the way, Stardock, like carriers that "add nothing to the game but complexity", agents also "add nothing to the game but complexity". Take that crap out too then, kthx. :p
So carriers are "too complicated" for the AI to figure out, yet these techs exist in game which allow you to accomplish much of the same thing, and the AI can figure that out fine? lol Oh well.. Making starbases more useful sounds good though, I don't see a point in the first idea, but using them for repairs or upgrades could work.
I'd just like a ship that could "tow" very small, but slow and short range, ships. That's basically all a carrier does - take slow and/or short range attack craft to some region where they can operate as if a home base was nearby. Really stupid that they'll never be added, but oh well, maybe a competing game will figure out this "impossible challenge".