YIN-

YIN-

Joined Member # 631477
0 Posts 0 Replies 14 Reputation

Actually, I guess what I'm saying would work a little differently. Your pecentage allotment would be limited to the fund about it could absorb. Where the global funding can be set to 100% with unused fund returned, this would stop your % on a slider at its maximum absorbtion amount, be that 35% or 99%, etc. Come to think of it, global spending slider should consider this as well since it's somewhat confusing the first few games to have a slider at 100% but only 100% - X actual

205 Replies 14,101 Views

Sorry if this obvious question has been asked: Why do your spending sliders let you allocate more b.c.'s to a category than you have capacity to use in the first place? After all, does not your global spending automatically roll extra funds back to you when you don't have enough factories, etc., to use the funds? Military Social Research sliders should simply work the same way... Then perhaps you could have a setting that automatically maxes given categories as your c

205 Replies 14,101 Views

Love this game, first of all. However: I have the alliance tech. So does everybody else, in some cases because I gave it to them. Yet, when I go to the treaties section on the foreign relations screen, Alliance is not an option. This really killed my last game in which I was going for an alliance victory. Any help? :p

9 Replies 331 Views

How about that 'wasted' money being spent on morale? Since the empty project represents people not going to work, they are being subsidized to loaf around! And certainly that should make the unwashed masses happy.:D This means a planet in trouble of a revolt could be put on vacation for a while. Not a gamebreaker, but something I bet would help reduce headaches in many circumstances.

205 Replies 14,101 Views

I haven't paid attention to the modding just yet because the game as it stands is more than enough to start with at least. Regarding the ship design issue, MOO3 comparisons and so forth, I've an on-going review at: http://apolyton.net/forums/showthread.php?s=&threadid=81866

7 Replies 344 Views

I've only been playing a short time (I also gave MOO3 a fighting chance, and it's still on my HD just in case), but GalCiv has all the makings of a classic, particularly when you realize that Brad is devoting the next YEAR to continued development of the game! He's like Johan at Paradox in this way, so you absolutely *know* things can only get better. GalCiv reminds me of the good-old days of strategy gaming in which the focus was on, well, STRATEGY! Sure, I have some niggling problem

51 Replies 3,440 Views

"Auto-resolve Trade Offer" option. Items are already on the table, but the negotiations are yellow. Click on bc's or influence to sweeten the pot, but now there is an 'auto-resolve trade offer' that will automatically make an offer good enough to make it go green. If you want some sort of 'transaction fee' for this time-saving process, make the offer %10 less optimal than you could have gotten had you tweaked the offer youself a half dozen times... There is *no* strategy in h

689 Replies 29,598 Views

I think the 'auto-offer' would be most helpful on the dollar amount, not the tech itself, etc. Example: Tech offers are on the table. Negotiations are in the yellow. I want offer (or get) just enough bc's to make it green. Next to the slider, simply hit 'auto-offer' to bring it to green. The same for influence. Since getting the offer to green at this point is nothing more than resubmitting these items again and again, I see no strategy in it. It's just time was

12 Replies 653 Views

Can I add to this, Frogboy? I completely understand your thinking, but while I *could* learn all the relative values of things, the very fact that you have a green indicator means I simply resubmit offers until it turns green. Might I suggest two options: 1) Having *no* such indicator for those who enjoy that challenge; and 2) Having an 'auto-offer' option that gets you, say, 90% of what you could have gotten had you done it manually? Just an idea t

12 Replies 653 Views

Peter: Your English is great! We use first names in casual or friendly situations. This is a good example of that, and Brad has made us all feel comfortable with his public presence. No need to worry on that point. I agree that the development model is outstanding. I think we might be seeing more of this kind of development, one that strays from the multi-million dollar media games (some are good, some terrible) in place of a niche market that, dollar for dollar, earns a so

14 Replies 627 Views

Yep. De-lurked. I am jaded gamer who has seen all the hype and all the tricks. GalCiv, however, seems to be approaching this game in the manner I had *always* hoped developers would. You have my strongest support, and I can't wait to see what looks to be an awesome game that will only get better in the coming months as a result of such careful use of fan-based feedback. ...I'm nearly in tears, but I cry on the inside... LOL

22 Replies 1,080 Views