LDiCesare

LDiCesare

Joined Member # 644997
1 Posts 171 Replies 10,600 Reputation

[quote]From a practical standpoint, it would have been nice if a similar event had been added. Only in this case, a good choice would get the PQ bonus and evil get the penalty.[/quote] Being good by design choice can't generate (immediate) bonuses. No evil ruler would choose to lower their PQ for the sake of immorality. The benefit from the 'good' choice is a higher morality, which means better relations with the good civs, which in itself is often a game-winner, protection against fundi

22 Replies 780 Views

The question is simple. Is the name good? Yes/No. You could add shades of No, but it remains a simple Yes/No question that Brad can use to change the name if there are many no's. A 'something in between' wouldn't help him take a decision. I think the name doesn't provide any information to the casual player, as 'Drengin' is totally unheard of except for a galciv player. It doesn't mean game, or anything. Something like games.stardock.net would be easier to understand in my opinion (note the

5 Replies 207 Views

I tried again to create a map, with DirectX 9b. I didn't crash immediately, but couldn't create anything and it was very very slow. I had to reboot to get out of there, and when restarted, the OS told me that my video card had a problem. It's an ATI Mobile Radeon. It looks like my drivers are uptodate.

26 Replies 1,435 Views

[quote]3) Ship design. I won't even bother with GalCiv 2 unless there's ship design. I want to see rock/paper/scissors in designs too. I like MOO's ship design but I didn't think it made enough of trying to do measures and counter-measures.[/quote] One great thing in MOO was not the rock-paper-scissors but the combined arms tactics. For instance, you could have warper ships blocking opponents for long range fighters, black hole teleporter kamikazes (teleport, hole, get killed), ion stream ta

114 Replies 3,216 Views

yes it works, but not on maso. On maso, you can do it on minors that come later in the game, not carinoids and other starting minors. Though the Alexians used to sometimes give some money. Of course, 'threatening' requires muscle, but you can usually make deals that look like'give me 100bc, I'll give you 99' (usually over several turns in order to get it accepted) if you have a good diplomacy skill. Which is of course easily abused.

12 Replies 410 Views

Turn 1. AI settles second planet with its colony ship, rush builds another from Mitrosoft. Threaten minor into giving them all their money. Turn 2. Start a constructor. 1st Colony ship is built normally without rushing (100% military, 100%spending, military prod bonuses). Threaten minor into giving them all their money. Turn 3. Build 1 colony ship (may not be necessary to rush if planet settled was high PQ) and rush buy 1 constructor. Threaten minor into giving them all their m

12 Replies 410 Views

One thing which would be cool would be to be able to define in diplomacy screen zones where you forbid race X to enter otherwise it will be war. So the ai could tell you not to put a constructor nearby and the autoship would have an option to go around these zones.

114 Replies 3,216 Views

Your argument about people settling systems to prevent the ai from gaining them would hold for settling planets too (if you skip 2 planets in a system to settle a one planet system that will cut down the ai range, it works as well - backfilling is already used). The main problem here is the massive early expansion strategy is required by the game. If the game was changed to require lots of techs before you could expand, so you'd have to choose either expansion or better techs in military/pro

114 Replies 3,216 Views

[quote]I realise that there is no way in this earth that all of my suggestions would be used - but my first 6 points I think are a must for GalCiv 2; something that we all agree on. [/quote] Actually 1 I don't care. I still play Nethack, after all, so that should tell you how much I care about GUI. 2 is nice to have, but not mandatroy. 3 I don't care if each planet is fought on separately, it depends on (2). However, a better fighting model could be used, but again, I don't think

114 Replies 3,216 Views

[quote]Do you know that there is an option about autoturn? One of its characteristics is when you move your last ship, the turn proceed without you hitting "next turn".[/quote] Yes, in fact I use it all the time. Which means I'm happy with the game as it is rather than real time.

114 Replies 3,216 Views

[quote]What I mean by turn progression is changing from a "press enter to end turn" system to a system that "turns" automatically and you are able to change the speed of said turns.Like in Imperium Galactica 2 or Europa Universalis 2, or even Warcraft/Starcraft.[/quote] Okay I got it. I'll definitely NOT buy a game that is real-time. That makes me purchase less and less games, but I don't want a continuous game where you suddenly want to pause and sometimes get bored because the 'fast'

114 Replies 3,216 Views

[quote]Another way it could work (for GalCiv 2) is to have your alignment be based on the average of all your decisions. So if you make one just choice, and you make it good, then you're pure good.[/quote] That sounds like a good proposal since you can't refuse to opt for something. I wish there would be some good/evil choices in UP issues too.

13 Replies 318 Views

[quote]7 = Turn Progression.In order to facilitate the changes above, the progression of time in the game may need to be slowed slightly. Maybe a “turn” progression system like in Europa Universalis 2 (and other Paradox Entertainment games) where time progresses by day (or in the case of Hearts of Iron by hour) and speed is the determining factor (speeds of very slow, to extremely fast –don’t know the exact progression for this) and a Pause function.[/quote] I don't get that one. Slowin

114 Replies 3,216 Views

[quote]Why do people assume that Team mates should share all technology? Its not realistic at all. I do agree that there should be a diplomatic bonus when dealing with team mates though. [/quote] Becuase it's team, not allies. I don't want allies to share all, I want team to, because 'team' is not a realistic concept, thus I look at it solely from a gaming point of view, not a realistic/simulation point of view. The realistic part is not that big anyway (check Martin the Dane's musings

91 Replies 6,448 Views

If you explained what you do, it would help understand what you do wrong. If you get destroyed by corvettes, start researching towards frigates. Build ships to make you feared by the ai, not to fight them. Trade with them. Pick one or two partners, and trade. Also, mercilessly exploit the minors. Starbases need some +defense modules, and one or two are usually anough to get rid of puny corvettes, but only if they have time to repair themselves afterwards (you need +repair techs for t

3 Replies 2,604 Views

[quote]Only a matter of time before someone makes a portable console with LCD screen.....[/quote] They'd rather make sure their LCDs are as resistant as laptop screens are, and don't blind the user, which would probably increase the price a lot. A latop price is essentially only the screen. So for the same screen quality you 're better off with a computer. I must soften what I said earlier. After release enhancements will probablyremain a plus for the PC. But then console games

47 Replies 1,932 Views

I voted fleet battles because that's the only way you can get interesting combined arms tactics implemented. Ship design: Suppose you designing 2 ships, one to kill enemy ships A, and one against ship B. And then you meet 2 enemy ships in the same location, and can't say your anti A ship should strike ship A and anti B ship should strike ship B... To me fleet combat is a prerequisite to ship design. Ship design will be mostly uninteresting if you haven't got fleets. A simple MOO1-like combat or

27 Replies 510 Views

If I remember well, the Dreamcast had enough of an internet access that you can safely bet the next consoles will have internet access, maybe not within 2 years, but within 5 years I think it's fairly sure. So Brad's points are moot. Personnally, the reason why I don't play on a console but a PC is I need something I can carry around. It's much more convenient to carry around a laptop than a console with its TV set. But laptops are not considered interesting by most PC users, for some weird

47 Replies 1,932 Views

[quote]So I think that the difficulty level just won't affect your allies at all but instead just affect your opponents. How does that sound?[/quote] That sounds good.

26 Replies 509 Views