EleventhStar

EleventhStar

Joined Member # 5960428
11 Posts 133 Replies 8,720 Reputation

exactly, espionage is considered a standard nowadays. which is why they in my opinion would be better off putting in a shitty quickly put together placeholder espionage system in for the base game then none at all. If i were new to the genre or on the fence about buying, it strikes me as better to watch a review and hear espionage is a weaker part of this game vs a rant about why a feature is missing. And those people aren't going to care about a promise to fix 1-2 years down the

22 Replies 15,935 Views

clearly not putting in espionage, especially when it was in the previous game, is a obvious ploy to divert negative attention in reviews from something else we don't know about yet to lack of espionage instead. It's like the it's better that people complain about the price then about missing features, but for when the game is released. In a unrelated topic, can somebody give me some advice on the best way to make a futuristic looking tin foil hat?

22 Replies 15,935 Views

IMO that kind of thing is a design problem more so then a gameplay problem. It's common in this gerne to give the AI massive bonuses as a way to increase difficulty, the AI often already plays at maximum "smartness" at low difficulty settings. Additionally in galciv 2 specifially the AI also has to compensate for limited ship designs available to it. This results in the AI having massive fleets. 64bit AI and ship/strategy data mining should go q

9 Replies 35,982 Views

[quote who="DARCA1213" reply="1" id="3462921"]The problem is that every "humanoid" in the game and in reality is designed near perfectly for advanced functions.[/quote] Then why do you eat and breathe trough the same hole!? this just means some percentage will choke to death. there is a whole slew of design flaws in evolved beings, due to the way evolution works. And that's before even addressing the fact that we can't interact with many "advanced" things such a

79 Replies 402,833 Views

A small window on the side with stats on the ship your building, like length and width etc, strikes me as more useful for knowing ship size. any kind of ruler would be hard to use to estimate precise length due to perspective. The compass, or some other way to determine what will be the front of your ship, does strike me as useful in case you want to build ships without a obvious front or are into weird backwards flying ships that defy the laws of nature. I'd

5 Replies 35,537 Views

They will be using steam workshop for this. You would still have to download other peoples designs manually, but then they would/could probably be part of random races. I'm sure there will be packs of 100+ civilizations eventually. If you want your race to own others, i suggest making a good scenario or custom map instead, multiple players/races vs your super OP race or some such.

2 Replies 16,822 Views

[quote who="AuraBoy" reply="1" id="3466276"]First Contact: If your Flagship unit encounters another civ race vessel for the first time you get a morality screen and get to choose what tone you want to set with them. Boost production and moral: If a Flagship unit is in orbit of one of your planets (or possibly an ally planet) stats of that planet are boosted until it is called to another place. Escort / Valuable cargo: Use your Flagship unit in some very simple missions (

8 Replies 17,856 Views

Every weapon (or ship) should have a number of points in the ship designer advanced mode. You could spend these points to "configure" your weapon, on bonuses to accuracy, range, damage, fire speed, etc. Negative bonuses could also be a thing ofc for the die hard min-maxer. i.e. +10% x for 1 point, +20% for 2, +30% for 3, -10% for -1. Some research could increase the amount of points you get to spent. This could be balanced against people who do not use the advance

29 Replies 41,593 Views

you can always ask it during one of the dev streams :) I'm sure they will be more or less the same then they were before. Perhaps with abit more civ5 city-state esque things mixed in, i.e. some minor forms of interaction. Personally id like to see a way to let them join your empire without warfare, but trough diplomacy or trade instead.

3 Replies 15,873 Views

1 + 2: i assume alot of the art assets are still under construction. 5: pretty sure favorites is going to happen, doubt ai generated ships will limit themselves to it tho. (solution: spam this forum with "contest" who can make the best ship with the parts you specify:P) 7: wouldn't that just be oscillate from hardpoint? 8: i'm guessing specialization research, ship roles in fleets and just the parts you put on a ship

76 Replies 185,906 Views

I have heard alot of cool talk about how you can make custom fleets and assign ships to specific functions like escort, long range combat, etc. However, it stands to reason that you will loose ships in combat, causing holes in your perfect design. Will there be a easy way to replace those ships? Stardrive for example had a amazing button on the fleet itself that let you replace any lost ships in the fleet, you would click the requisition button and then the game would search for any a

0 Replies 8,456 Views

[quote]In the colony management screen I can see the plantes population but cant see the plantest population cap. Have population caps been removed?[/quote] I think they have been trying to make stuff like that look more streamlined and have less "not needed" information. But its also important to realise that the game isn't balanced yet, i'm sure there is going to be some limit or penalty on it at some point, even if that limit is just a choice between mo

1 Replies 395 Views

Can't believe there is no ship screenshot post yet! Behold my first monstrosity: I should probably have rotated the X parts the the other way around, but alas it was to late by then. Sidenote: someone should write a tutorial on how to make animated gifs or youtube videos of ships, so everybody can show off properly :P

2 Replies 11,015 Views

[quote who="Stalker0" reply="11" id="3464240"]I think this one is interesting, you basically declare a protectorate on another civ. Basically a lesser state of war, whereas I will only attack things in my neighbors influence that is at war with my neighbor.[/quote] Something like this could work too, but what you say sounds to much like a mutual defence treaty for my liking. A mutual defence treaty is a agreement between you and the defender. What i suggest doesn't

15 Replies 104,361 Views