Kevin Kuphal

Kevin Kuphal

Joined Member # 640231
0 Posts 0 Replies 54 Reputation

- Military zones of control which prevent races from building starbases/colonizing within. Not the same as cultural influence. Could lead to many new techs such as early warning systems, etc. as enhancements to sensor drones making them more useful. - More races, random races at startup, race specific ships and even slightly different ships between races - Instead of techs that add +10 HP,etc. to all ships, make this a mod we can add to ships. Holds true for planetary defens

238 Replies 8,862 Views

Here are my suggestions for an expansion pack or improvements in the game in general: - Technology tree I think some comments before hit the nail on the head. Research is more of a chore than an adventure. I would love to see technology that instead of just adding +10 to something, adding an upgrade that we must apply/buy/install. Weapons to ships, defensive systems to planets, improvements to factories, engines to ships. This would add another dimension to the gameplay wit

529 Replies 26,018 Views

Don't waste your time adding features to a forum. Implement phpBB, invision, or another one of the freely available forums that has all those features. Write a galciv theme and be done. You guys work hard enough as it is enhancing the game.

72 Replies 2,807 Views

I've beaten the AI at the two lowest difficulties and I'm moving up into Normal now. So far the AI has been oblivious to my cultral expansions and I am able to walk all over the galaxy touting my beliefs and converting planets left and right. Does the AI get smarter in the higher levels and stop your constructor brigades from building fleets of starbases?

6 Replies 299 Views

The hard part I think would be how to get the AI to make non-aligned decisions that go against their current slant to move them in one direction or the other or to stop them all from just being evil as it tends to reap the most benefit

4 Replies 246 Views

I've been playing a few games now and was wondering if the AI can shift alignments during the game from those random events that pop up for me, or if those do not apply to the AI? The reason I ask is that I've found that if I shift my alignment to be in line with the dominant forces in the galaxy I can exist and thrive much better than if I oppose them. It would be interesting then, if the AI shifted alignments during the game. Then those that were eye-to-eye with me would, over time,

4 Replies 246 Views

I agree. I'd also go so far as to make this a function of drones perhaps? I never really use drones, but to make the able to emit a becaon for other ships to navigate to would mean I would probably research and build them and defend them in order to maintain my supply lines.

14 Replies 676 Views

Pilot, I think cultural influence and zone of control as two separate issues. It is certainly feasable to have a cultral influence that extends much futher away from a planet than it's zone of control. One is military and the other is cultural. In Civ you could always push the boundries of your control by building cities (in this case bases) right on the edge of you control and continue to push your way into enemy held territory. I think the same applies here. While cultural victories are v

11 Replies 454 Views

I find it a bit annoying to always have to recenter my screen on my scout or other ships as they are moving about. How about an option to always keep the selected ship centered even as I move it? Also, like the mini-map, it would be nice to have a bit of zoom control on the main screen as well to see more of what is ahead.

2 Replies 127 Views

Another thought, this could also be coupled with some technology to enhance the sensor aspect of the game where you could get warning blips on your mini-map or auto-center to enemy ships that cross your zone of control.

11 Replies 454 Views

Right, Alf. Not that the zone of control would prevent people from entering automatically, but they would be treated as minor hostile acts to the empire that owns the area. And not all areas would fall under this zone, it would be tightly coupled with planet and starbase ownership. Build a starbase, get a bit of control. IIRC in Civ, you couldn't however, build a city within another empires zone of control and likewise this would prevent an enemy starbase from appearing deep in your

11 Replies 454 Views

One thing I miss from games like Civilization is the idea of a zone of control that extends from an empire's holdings. Within this zone, enemy ships could be considered free game or at least present additional diplomatic options to request their removal from occupied territory. I miss this in GC and think it would add another level to the game that is already very very good. Even the old days of Star Trek had the neutral zone you did NOT want to cross that line :)

11 Replies 454 Views

Agreed. One of the great features of Civ is the ability to select a future technology and have the path to research it predetermined and put into a queue. Makes getting to a technology so much easier. As is I spend a great deal of time picking research options that I could reduce with this feature.

4 Replies 545 Views

In the event that happens when you populate a planet with the Precursor life form. The good bonus was nothing, neutral was +8% planet quality, and evil was also +8% planet quality. Given that, why would anyone choose evil?

633 Replies 23,985 Views

I tried searching for this but didn't see it yet. I would be nice to see a battle summary dialog that could be toggled off if desired that would show information about space battles much like there is for invasions. Instead of giving me the feeling of randomness in my attacks and defeats, I could at least see how my ships fared. Information like fleets, composition, attack strengh, defense strength and anything else that goes into the determination of victory. I like the idea of having more

689 Replies 27,433 Views

Early in the game, there are two things on the mini-map that seem out of place. First, the show sector ownership shows the race that owns the sector even if I have never enountered them. Seems wrong that I should know who owns a piece of space before visiting it. Second, the mini-map also allows me to show population and see the size of planets of opposing players. This easily lets me target the larger (and obviously more important) planets before even visiting the sector

3 Replies 191 Views