entually... or exterminate them all anyway and turn more to evil..... Having said all that I think there may be too many changes required globally to make it into the game.
userfriendly
s. This would mean no need for 'simplification' at easier levels. I also hope that the scenario editor will let the players control the game play even more than now.
ct same gameplay just different "multipliers". Would mean new depth to the game would open up as the dificult increased, could only be a good thing except maybe more play testing required.....
ace' effect required, which I think will be completely seperate to Influence as such so that 'threats' can be calculated. How this gets coded is anybodies guess right now.
just end up sticking to say a system of many small ships and a few larger ones after, but that ithe game balance is all in the details of how things get implemented and seeing what happens during play testing.
egalomaniac approach is 1 of many strategies and not the Only strategy.
probably either fire at 100% or weapons cant fire at all.
de to reatilate militarily but use trade embargoes, epionage etc. Not sure you should need an additional tech though, once you have colonisation ships you can try and colonise any planet you want despite the consequenses.
Does anyone have any info if anything is going to change when we land on a new planet? Personally I disliked in GC1 that as soon as we land on a new planet we can start building things at normal speed and be fully 'developed' just like our home planet, in fact if tthe planet Q. is higher than earth it made sense to move most of the pop to this planet to reap the benefits instantly. I would rather
planet due to logistics culture and seperation. Don't know how it could be done though !!
colony ships or a constructor is a bit crazy in the first place......
ulf war but the president would not Normally be re elected - Must be evil Therefore Vitenam would be better analogy.
Outside of tweaking the tech tree and combat and general intelligence(spying) bonuses I would really like to see evolving 'knowledge' of the other civs during a game based on your experience with them in addition to the tech tree. I also like the different weapon type options proposed for GC2 but would like to see a factor that depends on how much combat you have ha
I am concerned about the number of requests focusing on the military aspects - Ships/weapons etc. I do not want Civilizations becoming Galactic Warfare instead. While I welcome the military improvements Brad has already suggested I would be even happier with, in no particular order, serveral things to improve variation and personal preferences: Improvement of AI especially in order to cope with any new features and without bonuses. Also, Currently after "Intelligent" the AI gets bon
2 things -: What is the 1 IP bug? Several players (including myself) can no longer submit games successfully using 1.10A. I get the error status 0 screen but no score shows up. This happens on 2 pc's one with Mods, one without any mods. Since its not just me, this needs fixed soon.
Lots of intersting ideas... I really like the idea of having scenarios, this is what kept Railroad Tycoon II going for years. Not only will it make the game interesting for longer but would probably keep it selling for longer too as per RTII. In the end increasing the chances of a great GCII :) I really like the improvements done in the expansion but though the game is now better and more balanced, it is variety which will keep me playing. If secanarios can be done, c
Hey G-Force, If you were to join the ANZAC you could always change your ID to GDay-Force :) ~SDC~
I agree, at the moment I have to invade them just to stop others from doing so. The effect should be a little random though. The new civ should have varying: Planet Quality, starting population, ships, tech and planet improvements already. As it is now its as if it was just colonised, not just discovered. Having some random factors will mean you can have different strategies for dealing with them. As for the I-league etc I am quite happy with it as is. IMO they ca
Recently I have started to try different methods of playing in order to keep the game fun and challenging, the only rule is: anything goes. Eg. I self impose a restriction that I can only colonise my Home Sector (small maps) or HS + adjacent ones (9 in total) for larger maps. AI is Intelligent or genius, I don't like maso even though I could try the starts in other posts. Other stuff I have done is try and get a minor to destroy and take over as much of the galaxy as possible,
Means tight or loose groups(globular cluster) of stars per sector. You can only have 0,1 or more planets per star system not 'stars under one star'. Depends. lots of good planets in a sector (tight cluster)means high influence if you have several planets + 1 starbase will provide benifits to all thjose planets aswell. Losse clusters give lend to easier initual expansion due to stars with planets being more evenly spaced out. Generely playing with tight clusters gives
When I capture or flip a star system, it often has stuff on it that I don't really want - planetary defense, Multimedia center etc....stuff that costs a lot for little benefit. I immediatley scrap them. Otherwise your empires economy starts to suffer as you capture lots of planets and you need to start pushing your spending slider down :( Also, If there are a few of these unwanted improvements on a planet you can gain well over 10 GC per planet. Conclusion: It is well worthwhile t
In 1.05 at least, Autopilot ships move After you press the turn button but Before the AI ships start to move. You can easily see this if you have 'follow autopilot ships' selected. But....as mentioned earlier, what is the order of the AI races. Do arceans move first, then Yor etc; minors last??? Doesn't matter I suppose, they all get wiped out in the end! :)
Long Post! Having read the various opinions I think Most of us agree that we want to be able to have different methods for improving the effectiveness of fleets and limit fleet size depending on various abilities. Also we need to have logistal and tactical factors which get incorporated somehow to make feature rich combat without too much micromanagement (grouping / ungrouping etc. So.... Fleet size /effectiveness: The admiral idea is a good one, I think a 'prowess'
Thanx for the reply, I forgot about their lack of moral upgrades, that answers that one. However they should show improvement for the rest including pop increase as both pop trade goods adds + 90% growth, but I see no difference really over time.
When a new minor civ appears it has all your techs so to get some cash I swap some trade goods eg. aphrodisiac. After giving all my trade goods - several Moral, Pop growth and others to try and keep it in the game, I see NO difference to the minors stats. Moral stays lowish, as does pop growth etc. They could just be really upping their tax levels to counteract, but they do not get the bonus hit points from the tri....steel Trade. good either. Anyone verify this or