[quote who="chuck1es" reply="16" id="3419566"] MOO3...[/quote] MoO3? What's that?
ParagonRenegade
I was always disappointed that I couldn't just 'talk' to the leaders of other races by writing in the dialog box, that would be pretty interesting, if difficult to implement. Beyond that, I just want the ability to manipulate my enemies/friends on a more complex level beyond "Alliance" and "Declare War..." and the like. "Requesting" that they give me something with threats of massive retaliation, asking them to remove their ships from my space, getting them to attack
While I'm all for planets with varying climates and resources, the primary concern here should be to introduce several new types of planets beyond the six we have now; volcanic planets, desert planets, forest planets, cryo planetsand other types were conspicuously missing in GC2. Beyond that, I'd like to have several dozen planet textures for each type of world and class, to make them seem more unique. This would be a big improvement over GC2's 5-6 textures per planet type
1. It was mentioned in one of the "feature" pages that different races will inhabit different types of planets in GC3 2, 3 & 4. I agree fully! :3
[quote who="Hamshank" reply="11" id="3418823"] I disagree, because ultimately 99 planetary building choices that repeats itself every turn is displacing real gameplay, and distracts from the broader picture of whatever is happening[/quote] Wait... so you disagree with me... but you agree with me?
[quote who="nomotog" reply="8" id="3418807"] Being able to automate some of theses repetitive tasks would be nice, but another question to ask is why are these tasks repetitive in the first place. If every time you placed a building on a planet, you where making a deep an meaningful choice, I don't think you would be asking to automate it.[/quote] If planet management is even remotely similar to the way it was in Galactic Civilizations 2, there will be different improvements
[quote who="Zydor" reply="1" id="3418705"] Wait until the Alpha is released. They have already been coding for months, and their original concepts are already in tablets of stone for the initial Alpha release. Right now they are dotting the i's crossing the t's for Alpha release. Until we see that, it just becomes circular speculation.[/quote] Currently being in Alpha, huge amounts of the game could be still be changed, only when the beat launches will we have a rela
[quote who="NitroX infinity" reply="5" id="3418699"] Is it the same as the media image on the game page? Haven't seen it confirmed by Stardock but it's most likely a screenshot from an early alpha.[/quote] That's just artwork, it's not actually from the game. Lots of companies set up "fake" screenshots to give a general impression of what a game will be like
Hey there. As a huge fan of the larger galaxy sizes in GCII (especially immense), I have noted one huge flaw that prevents me from getting full enjoyment out of the game; the time-consuming empire management in larger galaxies, which makes everything a huge struggle, even relatively basic things that should take no time at all. I'll give an example; in my custom race's games; I place a Biosphere Modulator, a factory, followed by a farm and a morale building on every pl
I admire a company with integrity. Knock it out the the park, Stardock!
[quote who="Tyrantissar" reply="23" id="3418118"] I said that all resources have "specific" values ranging from worthless crap to unobtainable, and basically all you need to do is send a space miner there and it basically works the same way as asteroids or trade routes (one of the two). The stock exchange would be an additional idea and generally speaking there would be a number on how much raw resources in your empire and how much resources your civilization are consuming pe
I like this idea, but using missiles and point defense is problematic; it would make PD much more powerful than shields and armour
[quote who="Tridus" reply="77" id="3417695"] ... okay, so you want Stardock to build all this, so that you can spend a bunch of time creating an overly elaborate sensor network, so that I can shoot it and fly through? Blowing up my sensors is an act of war in itself, at that point all you're encouraging is to make it easier to play "hide the fleet" and annoy players into submission. It's worth remembering that Stardock has to build this stuff. Do you *really* want deve
Something like the MoO2 attributes page would be cool, so that you could make a robotic race, a repulsive race or an aquatic race. Would be pretty neat. If I'm barred from making my hyper-warlike band of monks, I'll be mad.
This thread really got... "off-topic" "GalCiv is unrealistic!" l l l l V "Let us discuss the scientific repercussions of negative Kelvin!"
[quote who="Tridus" reply="63" id="3416605"] That's not a mine, it's a drone. If it's big enough to have hyperdrive and sensors, there's no reason the enemy fleet can't detect it and blast it to smithereens like any weak ship.[/quote] Solution; Magic Seriously; we're in a game fighting humanoid aliens in what are basically naval ships lifted into space firing black holes at each other, it doesn't have to make sense damnit!
[quote who="tjashen" reply="2" id="3416503"] I was not aware of this. As far as I knew, you could only name ship classes/designs, not assign a different name to each individual ship.[/quote] Nope, you can name everything in the game aside from unclaimed planets. It would be cool if they got auto-generated proper names though.
[quote who="joeball123" reply="54" id="3416456"] [/quote] While your response was a hilarious hammer blow, a small number of mobile mines with basic sensors and basic hyperdrives could completely bypass the problem of resources. Boom, you need a few dozen mines to cover a Parsec, not... Trillions.
[quote who="Gaunathor" reply="5" id="3416460"]Anyhow, as for the idea of orbital bombardment, I hope Frogboy's statement regarding it remains unchanged:[/quote][quote]We just don't alow orbital bombardment for the sake of genocide runs. GalCiv will NEVER EVER have that.[/quote]
[quote who="18Zulukiller" reply="1" id="3416410"] Terrorstars[/quote] ... are useless.
Hey there dear reader, I hope you enjoy reading something that has been posted billions of times before :3 You've probably guessed as to what the title means here, which despite being a reference to a terrible movie, is quite valid in this situation. Planetary invasions are lame, there, I said it. I want to sterilize planets from orbit in GCIII I don't want my hyper-warlike crusade to be stopped by having to wait to invade a world; I want to massacre their defenses the
+1!!!!111!!!eleven1! This needs to be done.
"The wonderful Earth has long been held in high honour by the Human race, but only after reaching full enlightenment did its citizens feel a true connection between them and their homeworld. Citizens not living on Earth plan yearly pilgrimages to the revered planet, while Humans lucky enough to reside on Earth are continuously advancing the study and teaching of Terran history. Through government grants, public contributions and countless volunteer hours, Humans on Earth work ti
Having just finished modding a tech tree myself, this sounds like a good time-saver. Of course, this would have to be optional, because the good ol' Human touch can balance the game better (ideally). These auto-values would make good "Starter points" to give you a ballpark estimate of where the ideal value is. Also, keep in mind that the tech trees aren't meant to be balanced; they're supposed to be asymmetrical and race-specific in a way that enhances their
[quote who="Kobrano" reply="8" id="3415815"] ...EA is a good company, I like their products...[/quote] Post this in the Mass Effect forums. lol