Dano13

Dano13

Joined Member # 626867
8 Posts 8 Replies 869 Reputation

Apparently Take Two is not a happy financial camper these days ... http://today.reuters.com/investing/financeArticle.aspx?type=mergersNews&storyID=2006-01-30T223000Z_01_N1U305542_RTRIDST_0_MEDIA-TAKETWO.XML If the worst happens, could this impact the release date of our beloved Gal Civ 2? Dano

13 Replies 10,066 Views

Man I love Stardock ... I love their games, their design philosophy and their preference for substance over glitz. It is SO refreshing to be in a community where developers have nothing to hide about their next big game, unlike other companies where every statement needs to be cleared by a division of lawyers and marketing folk. Anyway Brad ... your comments on the AI have me drooling. I was already blown away by the AI in galciv 1 (Why oh WHY can't Rome Total War have AI like that?

10 Replies 21,529 Views

The only way I would ever play multiplayer in GalCiv 2 would be if there was someway to play via email then I can take as long as I want, although I know that is pretty much impossible for a 4x game if you want to play a game in less than two decades. If someone can figure out a way to do it, I think they would make a ton of cash. Other things I have learned from Civ 4 The Civ 4 tech tree is way too fast and getting new techs is absurdly fast, even on epic turns. Hurrah for Gal

24 Replies 27,209 Views

I completely understand the idea behind not allowing fleets to wipe out planets without an investment of troops. Its just too damned easy! However, once a race has lost space superiority there is very little that he can do to hold onto planets, even if he must hold one at all costs for JUST A FEW MORE TURNS I know this won't make it into the final code since they are probably in lock down mode, but I think it would make a damn fine expansion. 1) Planet battles, unless th

3 Replies 4,027 Views

Hey, just wanted to say that the latest beta is looking GREAT! Kudos on making technology rate a game preference. I always prefer technology to come a bit slower than the average person. In the same vein, what about these ideas: 1) Make random event frequency a game preference 2) Make how frequently the Galactic Council meets a game preference 3) Please ... PLEASE make races able to select and wheel and deal votes for various bills, otherwise the Ga

5 Replies 5,584 Views

I think Starpilot has really hit the nail on the head. There really are only two categories of worlds - Big and small, and the Micromanagement has gone up. To address the first point I think there needs to be a variety of World modifiers (Fertile worlds, arid worlds, radioactive, mineral rich, etc, etc you could probably come up with 100 or so Sci-fi modifiers to a planet) to make planets more distinctive. Not sure how to handle the second issue. On a related note, I think there n

24 Replies 13,497 Views

We all love Space 4X games, and it looks like GalCiv 2 is going to rock - but has everyone taken a gander at the game called 'Sword of the Stars'? It is being done by some of the Developers of Homeworld Cataclysm and looks like it will have to be a must have item for us fans. From what I know, it looks like Rome Total war ... except with dreadnaughts and beam weapons ... http://www.kerberos-productions.com/sots.shtml

0 Replies 2,432 Views

I was playing a huge game and started fiddling with my slider bars for Military, Social and Research. Frequently they started acting very strange and the totals for the three would exceed 100%. I ignored it, and then one turn, when I really wanted to put everything on research I fiddled with the Military bar for about two minutes, but as I lowered the bar, the displayed percentage actually went up. After that the screen locked up and I mean REALLY locked up - I had to restart the computer.<b

2 Replies 2,377 Views

Although I think that the new colony model is definitely a step in the right direction, the planets still seem all the same. The only difference is the number of squares available. Other than how water is distributed they all still seem the same. I think there should be a lot more squares that offer various bonuses and penalties. Perhaps this can be a game setting? Maybe some squares should have really, REALLY good bonuses (alien artifacts etc), and conversely some have really big penalties

24 Replies 13,497 Views

I would be surprised if there was CP. I read a quote from Brad somewhere that the reason that there was no CP on GalCiv1 was not because Stardock was small, but rather due to a design philosophy. Any game can have its CP cracked and pirated within a matter of days, so the net result of all CPs is to annoy legitimate users and make their game run more poorly than the pirated copy ... Dano

9 Replies 12,275 Views

I have only played the beta for about 4 hours (LOOKING GOOD!), but I have a question: Why do defenses take up more space than offensive measures. Doesn't this make defenses not cost effective? Doesn't this allow for the possibility of ignoring defenses by saturating such defenses with more weaponry? (i.e. if my oppoenent has a shield of 3, why not just ignore defenses and but 9 extra lasers for what the shielding would have costed me ...) Dano

12 Replies 12,104 Views

I love 4x type games, particularly if they are based on building interstellar empires, and they are TURN BASED (I don’t know what it is, but a real time empire game somehow seems too ‘toy-like’ to me, even if there is a pause feature). Anyway, in all these games there seems to be great moments of nail biting suspense when you tackle a foe that is your military equal or even more powerful. Fleets clash, and planets burn as you fight for domination or survival. The war goes back and forth until

0 Replies 1,725 Views

Actually its not even the scale of space that would make a realistic space empire game/TV Series unfun. Lets not forget the effects of Relativistic Time Dilation. A space ship travelling for a few years near the speed of light would only experience the passage of those years. However once they stopped (relative to a planet or something), they would realize that several thousand (or million/infinite depending on how close to the speed of light they travelled) had p

36 Replies 76,208 Views

One of the really neat things about GalCiv (and one of the VERY few things that MOO did right) was the inclusion of a galactic council, where issues that have definite game effects could be voted on. However one limitation of this coolness in both games was that the entire council meeting had the feeling of an extended 'random event'. You couldn't choose which proposals were being put in front of the council, and council meetings because of their random nature nev

19 Replies 18,034 Views

Race Selection **************** I really like the races available in GalCiv (haven't tried AP yet), and the fact that they have alignments and intelligence levels that you can set. The Random feature is excellent since it preserves the sense of meeting the Yor Collective for the very first time .... are they good? Evil? brilliant or slow? You can only find out by interacting with them .... the only down side to this is that the user has no input on t

2 Replies 5,170 Views