[quote who="ctiberius" reply="20" id="3405641"] 4x tech research has a serious flaw in my opinion. It always assumes that technological research is somehow centrally planned. There are vast private industries, presumably, in the GalCiv universe. I'm sure they're all researching their own stuff for commercial purposes. I'd love to see the private sector added to 4x games as the market is vastly larger than what is planned centrally by a government. In that id
admiralWillyWilber
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[quote who="Camitic" reply="53" id="3412081"] I'd Like to see more specialized Star-bases like ones that you build near a system and it takes the collective production of all the inhabited planets in the system into the star-base and you can choose to make it a Shipyard which can build special kinds of ships. I'd love a kinda Border star-base that protects your borders from enemy ships, having ships that are docked with it that automatically move to counter enemy vess
[quote who="Gaunathor" reply="52" id="3412071"] Quoting Lucky Jack, reply 51A lot of people did, but a lot of people loved it (like me). And it sounds like you did what a lot of people did with GC1 & 2, adapted what it had to fit your needs and desires and made it enjoyable for you. The huge number of modules also caused a problem for the AI, because it couldn't use some of them. It still isn't certain whether it is a intentional limitation or a bug, but the
[quote who="Gaunathor" reply="49" id="3411866"] Quoting michaelwhittaker, reply 48Actually my attack is +18, so I might have been a little off, and yes this works. That means 8 modules, just for the damage. It's not even close to the three modules total you stated earlier, and requires much more research (Medium Hulls and Starbase Fortifications II). However, I still find it very unlikely for the starbase to defeat a Dread Frigate. The frigate will destro
[quote who="Aeraellien" reply="12" id="3412070"] Do you know the difference between a rotational turn strategy game and a turn based strategy game?[/quote] No can U please explain.
The thing about different Tech trees is to make the game more interesting. I guess there r 2 sides to astrobiology divergent and convergent evolution. We actually know how it is going to work until we run across another ecosystem. I guess I got carried away with defending the way Stardock does things.The more we have different tech trees the deeper the game is. A deeper game would be more exciting.
[quote who="Gaunathor" reply="13" id="3405584"] Still, if that isn't enough, there is always the option for random tech trees. I don't mean totally random. More like in SotS 1. Certain basic techs are always available, while some of the more advanced techs have a higher or lower chance of appearing each game.
[quote who="chuck1es" reply="11" id="3405555"] I quite enjoyed the research mechanic in MOO2 where you had to choose a tech making you, consequently, lose others.
Galactic already have paths where 1 tech can lead to different other techs
[quote who="Aeraellien" reply="17" id="3411670"] Hey Mike, Not a rep for stardock or anything but here is what I've determined. The AI from the old game will not be used, it will be completely rewritten. There may be new races added but most if not all of the races from the previous game will be making a return. Possibly with retcon's to bring the game more in line with where they want the story now. Trying to help is a noble ambition
Sorry I was just trying to help. I thought u were wanting a comparrison of both games. Then people were talking how they don't civilizations and wanted to make it a real time stradegy instead of turn based. I also played both games, and those r the differenses I remember. R u saying that I am wrong about the differences.
[quote who="Gaunathor" reply="47" id="3411392"] What difficulty are you playing on? Unless you know what you're doing, you will have a hard time keeping up with the AI on the higher difficulty levels. U have a point I want a harder Ai not a game that will give the Ai bonuses, and not U, so I play on tough. I never realised that. Really? A starbase with 6/6/6 in damage, 5/5/5 in defense (Battle Stations plus all six modules from Starbase For
Didn't understand that u r talking about the Army earlier, so I thought that u might be famous.
[quote who="Frogboy" reply="48" id="3411700"] Quoting jim_viebke, reply 34 Brad, with this kind of fully harnessed multi-core power available, isn't it about time someone did a top-down RTS on a huge map with thousands upon thousands of various units duking it out at once? Gaming no longer needs to consolidate power in titan spaceships, dragons, or a few dozen wizards. It needs a thousand foot-soldiers... to lead the charge. Stay tuned. [
[quote who="Aeraellien" reply="10" id="3411386"] All of the cultures mentioned had spears at one point made out of stone. Then technology advanced and soft metals began to be used, and then progressively more tensile strength was added to said spear heads. I think that history makes a good case that none of the cultures of Earth developed so wildly different from one another that the "tech tree" of our history reflects what we experience in game. &n
[quote who="Lucky Jack" reply="17" id="3411626"] Michaelwhittaker, this is getting too far afield from what I understand to be the purpose of this forum, but let me try to answer your questions in minimum terms, so as to redirect discussion here to what this forum is for (and my apologies to all for being so nit-picky about the difference between Ram (to which the game will only have indirect access, through the OS), virtual memory (which is mapped by the OS to Ram and Swap file space,
I've never been an Alpha or for that matter a beta before. We can say that Stardock know what they r doing. I think this is a great game anyway. I guess I was just trying to help. I'm working on my punctuation. I guess my list of bugs was a flop, or at least according to u guys. I figured that if they had a comprehensive list of bugs; instead, of several list of bugs. These posts all these years. Then ut wiyld be quicjer than looking through a bunch of lists.
[quote who="Illauna" reply="14" id="3411284"] Quoting Tyrantissar, reply 13 yep, you got that right. codes all rewritten and I need more information to exactly how this game will be made. There will be game designers creating the systems. There will be programmers writing code for the engine. There will be artist creating models, textures and lighting. There will be the mod community creating awesome mod packs. You have
[quote who="Lucky Jack" reply="13" id="3411298"] The only thing more Ram will do is to reduce the paging rate. The game may check on the amount of Ram available and use that as a throttle for map size (and perhaps graphics quality settings) but almost no app references Ram directly (and most that do does so as sparingly as it can). It gets at it through tables that the OS sets up and maintains. Also, the Ram available is shared between the OS and the running apps. [/quote]</p
[quote who="mattiscool555" reply="37" id="3411306"] Quoting michaelwhittaker, reply 36 Quoting BritishBlue, reply 4 I personally would prefer they get rid of mining starbases and make ordinary SB's more powerful/useful. Having strategic resourses pop up in the middle of empty space didn't really didn't make sense Star Trek is hardly science fact.[/quote] So I'm guessing that u r disagreeing with me that there