Medicine Man

Medicine Man

Joined Member # 648486
0 Posts 0 Replies 164 Reputation

One thing that would be nice is if it were possible to explore and study those lovely rank 0 hunks of rock that invariably are included in any game. The mechanics could be similar to investigating anomolies, only the planet obviously wouldn't vanish after being searched once. It just seems like a very nice "Star Trek" activity, particularly as it would involve the flagships. Ideally, each world could only be explored once by any race and an away missio

3 Replies 2,347 Views

I suspect that the developers deliberately did not include any disadvantages into the game in order to prevent excessive min/maxing. For those of you who are not familiar with the concept, min/maxing is when you take a number of low-impact disabilities in order to strengthen one or more key advantages. The idea is to produce a very specialized race and adopt a strategy that makes your weaknesses totally irrelevant. Vorlin gives several examples of how this can be done (ie. take soldieri

26 Replies 1,285 Views

A little something I'd like to see: Make the sector influence colours for the Drengin, Terran and Yor a little bit more distinct. When zoomed out on a large map it is very hard to tell which of these races has dominant control in which sectors.

238 Replies 9,767 Views

That is odd. The description of the first planetary defence clearly suggests that it is intended to be an aid to space ships stationed in orbit. Ie. A planetary force field that protects ships while they fire out at invading forces. If this isn't true, then I agree that planetary defences get to join a few of the other improvements on the virtual scrap heap.

12 Replies 1,991 Views

On second examination, there are a couple of really good points herein regarding tech victories. Firstly, any attempt to militarily derail an imminent tech victory is probably doomed to failure due to the advanced capabilities of any nation attempting to reach FF. This makes any 'countdown' pretty much pointless. Secondly, it would be pretty damned annoying for the AI to use the same trick, just by dint of the tactic being unstoppable once an empire is properly set up for it. A couple of good re

52 Replies 1,965 Views

1) Joint Peace System for allied powers (ie. no peaceing them out separately) 2) Rally points and auto-launching for warships and constructors 3) No monetary cost for 'idle' industry points (no social/military project selected) 4) Alter the Beyond Human victory to have a countdown or additional research cost before the game ends. The AI should have a chance to fiercely oppose the acsention.

689 Replies 30,027 Views

A significant change to the scientific victory path: Make it so that either a countdown must expire or a research total must be accumulated after acquiring Final Frontier in order to win the Beyond Human victory. During the countdown (or final research) the AI should be very interested in stopping the human from ascending.

238 Replies 9,767 Views

I agree with you Starvald, it should be harder. It is actually supposed to be the hardest victory to achieve, but it is actually just the most time consuming. What should happen, in my opinion, is you should have to accumulate a certain amount of research points after acquiring the Final Frontier tech in order to win. While accumulating these points, the AI nations that are not your allies should be relentlessly trying to grind you under their bootheel. Keeping a powerful research machi

44 Replies 1,500 Views

Thinking about it a little bit, I would much rather add an option (d) to that poll. Option D: Change how the scientific victory operates and then allow it for all races. The core problem with the science victory is that neither the political landscape of the galaxy nor the relative power of the races matters if one of them happens to ascend. I would **hate** it if I were 20 turns away from victory and one of my weaker opponents instantly won via the tech race. The fact that I have 3 tim

52 Replies 1,965 Views

Call me 'species-ist' but I think that the technological victory path should be reserved only for the human race. Why? Because... well... we're superior. Yeah, that's it. :) Really though, for gameplay reasons the 'Beyond Human' victory should not be allowed for all races. While it is not an easy victory to accomplish, I would say that the tech victory is far less risky than the other three paths. The other three victory strategies all require the player do directly confront the alien e

52 Replies 1,965 Views

Duh. Just to answer my own question: Obviously a political strategy can snatch victory from the jaws of defeat. If the other 75% of the galaxy is inhabited by a superpower and you are allied with him, you will still win. Granted, if you were not allied with him in the first place, you may find it hard to appease him once he is a superpower. One assumes that the human player had to labour to build the alliance and then protect his ally.

44 Replies 1,500 Views

The only problem I see with the Technology Victory is that it is the one victory condition that does not require the human player to confront the AI races in some way, shape or form. Conquest, Political and Cultural victory all require the player to interact with and overcome his neighbors in different ways. Moreover, each of these victory paths can be countered in various ways, from military force to planetary and starbase development. Scientific victory on the other hand only

44 Replies 1,500 Views

Make it so that good races cannot steal and use evil technologies or vica versa. Currently an evil race can sack a good planet and acquire 'benevolence' or 'a better way'. Doesn't that seem a little bit odd?

238 Replies 9,767 Views

That is probably just what I'll end up doing, Malleus. Thanks for the quick head's up on where to look and what to change. I figure if it is such a simple problem to fix, it can't hurt to point it out to Brad. Perhaps we'll get lucky and a fix will be included in the next major patch.

4 Replies 350 Views

I'm sure that this is mentioned somewhere else, but I'm convinced it bears repeating. Anomolies that are supposed to provide bonuses to Morale are instead boosting Defence. An insidious and not immediately obvious little bug this one. :)

4 Replies 350 Views

Insidious Bug Report: Anomolies that are supposed to be raising Morale are instead raising Defence. I'm sure someone has reported this one already but I think it bears repeating.

633 Replies 26,534 Views

A quick follow up on one of my earlier ideas. Tiered Map: X X X X X X O O O X X O O O X X O O O X X X X X X O = regular space (starting points for major races) X = outside space (accessable only later in the game) This was one of my favorite ideas and unfortunately not one I explained very well. The idea is to have sectors of space that are not directly accessible until the later stages of the game. The exploration of the outer areas could

529 Replies 28,066 Views

You put in alot of work to improve Gal Civ and genuinely care about the quality of your game. In this case, I'd say that actions speak louder than words. Every developer, no matter how devoted, has detractors. Gamers are a fickle bunch that way. Even I have been a vocal complainer on one or more occasions, and I am generally a live-and-let-live type of person. The trick is to remember that you can never please everyone and that the wonders of the internet will ensure that you hear ever

44 Replies 1,533 Views

I'll finish up my explanation here and let this thread float or sink. Fleet Combat System: An aggregate attack system for fighter craft would be a nice touch. I made a suggestion regarding this in the official suggestions thread. High-tech fighters should be an offensive threat when employed en masse. Any fighter assault should expect heavy attrition though. A fleet combat system could also include rules governing stacks of capital ships: heavy capital ships, escorts, fight

529 Replies 28,066 Views

Larger Maps and other stuff: Fairly self explanitory. Larger than giagantic maps with options to add in more star clusters (less empty space). The ability to add in more neutral races would also be helpful for certain victory paths. Second Scenario: This would work alot like the accelerated start in Masters of Orion 2. Each major race starts with 2-3 sectors under their control. All major races know of one another (full UP). All races start with one or two tiers of basic technol

529 Replies 28,066 Views

I know that there already is one suggestion thread up but I decided to start a second one anyhow. Post any and all ideas that are too outlandish or broad in scope to implement in a commercial patch. Let's see if we can give the developers some evil ideas and maybe, just maybe, improve the chances that there will be a GC expansion pack. I'll try to get this one started. Things I'd like to see implemented in an expansion: 1) More good and evil technologies 2) Race specific un

529 Replies 28,066 Views

This is a pure fluff suggestion: It would be really cool if you could name sectors and regions in your empire (ie. Sector -- New England, 5-sector region -- The Core Worlds, etc.). I love the empire building side of this game.

689 Replies 30,027 Views