Yes 100% for this !!
neilkaz
Can you set ship launch direction like you could in GC2?
OK so I started up my game as Drengin (what else since I played mostly Korath in GC2 and don't play these games to be "nice") and was happy to see my starting colony ship with 5 mp and my survey ship with a nice 7 mp to easily grab the nice array of interesting anomolies now. But there was a scout (added since GC2 but no miner yet) but with only 3 mp that scout can't get anywhere fast to scout. IMO, that starting scout needs several more mp. thx .. neilkaz ..
Yes, please add production overflow, or definitely add a UI option to display how many turns will be required to finish the item under production as you move the sliders. ie like research in GC2.
I think of it this way, I paid 100 bucks for a game that I'll want in 12 to 18 months when it is released anyhow and will cost 50 bucks or so. Certainly there will be some XP's and likely some DLC's along the way. I get all those for the extra 50 bucks so this certainly is a savings overall. Oh and as a bonus, I get to see the Alphas and learn to play from the very beginning. I worked up to Crippling level on GC2 (having bought it well after UE came out since I wanted
I presume this will be coming in an Alpha update. I wiped out the Terrans last night and that was acknowledged either.
How about a compromise between 600 for easy invasions and 0 for difficult? ie pay something and have then somewhat easier but not as easy as now?
Same here but overclocked to 4.6 GHz. Hopefully as development continues and matures, Stardock will be able to stress our supercomps. I volunteer mine if any tests of CPU usage can be of use to Stardock.
I miss duel cue very very much and hope that the devs reconsider going back to it.
600 does seem to be a bit expensive isn't it?
Same here and save and reload didn't fix the problem. It was a normal planet and a few turns later the Alterans took it, while my CS went to a different system and colonized that.
Yes..same here. Weds is my birthday, Thrus will be an even happier day. Am I correct that in that video I didn't see uninhabitable planets with names? That's very nice since I often get confused in GalCiv 2 and have to mouse over to see what I can colonize. .. neilkaz ..
I'm getting worried here reading here that GC3 may not have separate cues for building improvements and ships. That is one of the main things that differenciates GC2 from MOO2 or Civ5 etc. I'll be quite disapointed to not have two cues.
Please no mines, they will simply be too much of a nuisance in this turn based strategy game.
Welcome, I just signed up as an Elite Founder also. I love space games, having played many hundreds of games of MOO2, but only a couple dozen games of GC2, trying to learn it better and to get ready for GC3 alphas. ... neilkaz ...
When and how do we Elite Sponsers name a star?
My first PC game was Overload, and my 2nd was MOO. After all this time, I still like space games the best.
As I normally play as Korath in crowded small and medium galaxies, I often have at least a couple Toxic colonies, noting that I start with the basic toxic atmos tech. If I research the advanced tech, will these colonies then have 100% efficient production? In my ongoing game, I am gearing up for an inevitable war with the Terrans and will hopefully be sporing their planets, turning them into my toxic colonies. Perhaps I want to research the advanced toxic tech prior to sporing so that
I'm playing UE (TA 2.03) on my overclocked hexacore computer (i7-980X at 4.34GHz HT) and now that I realize that I can turn on a setting to make maximal use of my CPU's cores and threads, I think I've observed a significant increase in AI strength playing Tough level. My question is whether the AI algorithms can take full advantage of my highend computer, and if I were playing on a more modest computer like my laptop (2 Ghz quad core HT) would the AI not play as strong as
Yeah..it seems the sale for $10 was only for a couple days and I lucked out as it is now back to $20. However, the game is superb and I am spending too much time playing and learning it. With the AI's set to make maximal use of the CPU on a very powerful computer, Tough is proving quite a challange :) As for tactical combat, I also miss controlling each ship, but it isn't a big deal to me. Hopefully GalCiv3 will have that option. .. neilkaz ..
Newb question here please. I get these ethical decisions very often and are they always for the planet only or are they sometimes for the entire civilization? For example, sometimes there's a hermit and selecting the evil choice gives me +2% research? I presume that is for my entire civ since 2% is nearly irrelevant for a single planet? How do I tell if the bonus is for the single planet or entire civ? thx .. neilkaz ..
My first post here. I have played tons of MOO2, starting when the game came out and after a several year break since December when I bought the game from GoG. It is a superb game, but even on Impossible it is honestly much too easy once you learn to use an overpowered custom production race. MOO2 being well over a decade old is also somewhat limited in scope and was getting repetitive to me since I knew clearly the best things to do early to survive and attack (make a few new col