These sales are always a killer to my wallet. So far I have been good. I bought Sins: Rebellion. Recommended FE to folks I know. I am seriously tempted by XCOM. Though I may instead get... "How about a nice game of chess?" "No. Global Thermonuclear War ."
McSpanky
[quote who="psychoak" reply="8" id="3282709"]Sorry The Steam Store is experiencing some heavy load right now. Please try again later. Error 503 Service Unavailable XID: 325465486[/quote] [video]http://youtu.be/IpDdUAdfI5c[/video]
I too would like to suggest trying with fewer AIs. Or play with Locked Teams. I like to lock every AI in as its own team. No alliances. That way they are fighting each other too! For defenses, it is a good idea to overlap them. Include some repair platforms as well. Overlap the repairs too, so that your defenses are being fixed by 2 repair platforms at the same time. Those guns will last a lot longer.
[quote who="303336" reply="3" id="2054796"]I found that online play against strangers is all about either to win with speed and efficiency, or learning how to win like that. Such style IMO actually cuts away many ways you can play and enjoy the game. Through comparing different games that have a variety of sides/races/classes to choose from, I found that the way to WIN calls for but a select few of those classes/sides, and sticking with precise formulas. It's all about rolling the r
I too would like to voice my support for re-vamping the missions. I too would like to see AI happyness with me influenced by non-mission actions. If I come to the rescue of an AI's colony, I'd like them to be a little more happy with me. Even if it is just a few percentile points. Give me something! As far as things missing from Sins, I think Intel is the biggest one. When running an empire, I want as much information about my opponents as possible. In Sins, I picture this tab
I just started playing SR2 recently. Still learning my way around and got this map as my very 1st RTS mission (after the training one)! Got slaughtered, restarted, and got slaughtered even quicker the 2nd time around. What the...?!? I am glad to see that this map is harder than average for these types of missions. I was ready to decline all RTS missions after the beating I took.
I agree. The information should be available at some point, but not be updated. You get a snap shot of who is dealing with whom. I like the idea of having an Intelligence structure (where obtaining this "snap shot" would be an anti-matter charged ability) but using the Criminal Underground does make more sense. Each player's info could have a price. Price goes up for that player every time you buy his info. Or maybe there is a flat rate for every player, and the rate goes up with each Intel use.
[quote]..so something like a Shadow Battlecrab will likely clear out an entire galaxy unless stopped.[/quote] Yeah, that was the main problem I saw in my idea. It would be great to be able to call in a Shadow battlecrab, but it would need to have a built-in time limit. Otherwise you get an uber-ship that completely imbalances the game. Hm, can you give ships negative regeneration rates? Seems like a poor way to simulate Shadow hit-and-runs by having the ship blow up after a certain
Big B5 fan. Always love to see B5 mods cropping up for games I play. Whoo hoo! An idea for the dilemma over the Shadows/Vorlons and gameplay balance. What if instead of making them separate playable races that we made them special abilities? These would be a series of things to research. ---------------------- Shadows. Let us say the Centauri have a line of techs to research involving the Shadows. In B5 terms, this would represent the increasing Centauri relationship
I love this game. And I think the best part is how slow the battles are fought. Even with massive fleets, frigates stick around long enough to throw in some punches. They don't pop after a few seconds. Makes it feasible to bring in reinforcements in time, and order a retreat when my flagship's shields are down. I don't really care for the quests. The concept is okay. But too often I get missions there is no way I am going to accomplish. And then when I don't do it, my relations hurt. It
Since you are playing the CD version, I'm not sure how good my notes will be. I'm using the latest. And I'm a semi-newbie, but I have read quite a bit on the forums. 2) Probably a 'random event'. So yes, if that is what the game said, then it may happen. If no one stops the Alexians, they will become a BIG problem. 3) Maybe your scout just looks tasty. :d 4) I do that too. The best anomalies to go for are scrap metal (to help create super-powerful survey ships) and r
I am such a newbie when it comes to Terror Stars. I finally built my first (and so far, only) Terror Star in my last game. Bad news is I built it deep in my own territory, completely unaware of its very sloooowww movement. :sniff!: Good news is it popped up just in time to obliterate a nearby rebellious system turned Independent League. LOL I'm still learning....
Yeah, I always liked the MOO way. Gave you a little uncertainty of just when you would complete research. For me, it made the completion turn just a tad more exciting. As a side note, I also liked how in MOO2 you had to choose 1 out of 3 techs to research in each field, at each stage. You couldn't research all 3, unless you had the special racial trait. It made each race feel more alien, more specialized.
The way I see it, all you have to do is think of some scifi-ish concept that has not been proven yet, that is either purely hypothetical or just fantasy. Maybe it is really possible.... maybe it is not... Here are just a few ideas for Risky Tech branches: - psychic technology - organic weapons & armor (maybe new ships with higher repair rates) - special cloaking & sensors - Hyperspace travel (like in Babylon 5)
I am a huge 4X gaming fan. I love the MOO series, the CIV series, Space Empires series, and others like Galactic Civilizations. One problem I always felt was that Research always produced something. I think of real-life experimental research as risky; you never know if you are going to produce something, or just waste time and resources. For example, I think in the 1970's the CIA experimented with psychic powers (they called it Remote Viewing). The project was shut down when it failed
I like the micromanaging governors too. My 4X empires tend to have a few different-type colonies (military base, research center, trade metropolis, etc.). I would like it if my military colonies could focus on ship production, while my trade colonies built economic facilities. Speaking of the sliders, I'd like to see Lock features. Sometimes I want to shift funds from one area to another, and leave the third the same. It would be easier if I could Lock one slider and move the others.<br
I have seen this same quirk take place. Even minor races have done it. I think it has been mentioned on a few forum subjects, but I have not heard a reasonable explaination yet. I am fairly certain that none of the AIs had Star Democracy yet. It was way too early in the game, and I was playing at Simple level.
Okay, that is freaky. As it showed, I posted via SDC. This topic still does not show up on SDC for me. Hm, maybe I will just post through the website from now on... I understand that it would be alot of work to add in this option. It would require alot of AI writing to minimize the chances of someone easily manipulating the game. I figured that was why this option did not make it to the final cut. I can live without it. But I would like to at least see a bunch of specific UP pr
I find this tech-related diplomacy interesting, but confusing. I am used to having most diplomatic treaties available at the start. Now I am a big fan of the CIV series, so I understand having to research techs to make more diplomatic options available. But Civilization pointed out which techs to get. I guess this wouldn't bother me so much if the Foreign Policy>Treaties page didn't list 'Alliances' until you achieved that tech. That, and if Gal Civ made it clear that you needed to rese
#62 #63 #64 #66 Alien Civilization Capitals moving around really through a kink in my game. Because a capital has a huge influence effect, I now have colonies on the brink of rebellion; only an orbiting fleet of Defenders keeps the population in line. Plus, the sector that originally housed the capital has a strong level of alien influence prior to the switch. Granted, this doesn't make the game unplayable. But it does seem a bit unintended by the game desi
Is it normal for the alien civilizations to switch Capital planets? I didn't think they could do that. ~SDC~
Okay, I tried posting this before. For some reason, it didn't get posted (or I can't find it). I thought you would be able to bring your own proposals before the UP Council. So far, I have not seen this option. Was it removed in Beta testing, or was I just day-dreaming? :D Can anyone help? ~SDC~
Hey, newbie here. Playing version 1.03.054. It appears in my latest game that the other races are changing their capitals. I KNOW the current Drengin capital was uninhabited at first (I had a colony ship enroute). I think the Tor did the same capital switch. And it is not just major races; the Carinoids also switched. :notsure: ~SDC~
First of all, let me say that I really like Galactic Civilizations. I happened to stumble across a preview article about it some months ago, and have been waiting for it to be released ever since. Picked it up a few days ago (making me a newbie). I am really diggin' this game! And I love the fact that you can get mini-updates constantly. But enough babbling, my point to this post... I am confused about the UP. I thought you would be able to make your own proposals to the UP Cou