Lord KiRon

Lord KiRon

Joined Member # 668590
3 Posts 26 Replies 15,378 Reputation

I already posted this in another thread but I think it deserves it's own topic . Here is a small list of things that was in "antique" MoO 1 but still missing in GalCiv 2 : 1. Planet and atmosphere types + racial abilities relevant + race that can live even on "PQ0" planets . Also AI should take this in acount in it's strategy. 2. Espionage path + spy race like Darlocs (not as small adition but as game tactiks). 3. Ground combat path/race

18 Replies 11,433 Views

Actually I think GalCiv (or even GalCiv2) being a great games a quet doll compared to MoO 1. The diversity of option there was huge and should be a target. To many options (like in MoO 3) is not good either - could kill a game , turn it to "spreadsheet" like it happened to MoO3. The secret is to have that all options but : 1. Do not force to use them all in order to win - each one uses his own strategy. 2. Do not show them all the time, the one that want use them w

19 Replies 10,896 Views

You missing the point, you can CALL the planet type what ever you like ,my suggestion was : 1. Make different technology needed to land on different types of planets. 2. Make speciffic type of planet "native" to speciffic race, others will have negative bonus there until another speciffic for that planet type technology will be researched.

19 Replies 10,896 Views

Hm.. I think the only unbalansed thing is that Hyperdrive engines way worse then all others. Also I think the entire aproach is not good but it's too late to change I believe. Ideally I "imagine" to have 2 types of engines - 1 for moving on the map (hyperdrive) and one for combat (fleet combat/sublight) so ships with high manevrability could "move in", atack , and retrieat beyond weapons range of the enemy. (Btw: this also requires "weapons range" to be added to combat weapo

2 Replies 2,245 Views

Atacked a planet with 1K troops , planet has 19k troops , becouse of I.W. 2-3K switched to my side , killed 9K so I guess the had to have ~8K troops left but I conqured the planet. That was 2nd time , 1st time saw the same behaviour but did not recorded numbers. Btw: another small related thing - I had +1400 in trasury , IW. cost 3000 if I am not mistaken but it still allowed me to use it (making me -1700) . Is it OK that it allows to purches stuff when you do no

4 Replies 3,578 Views

You all getting too far Personally I like carrier idea but I think that carier module should be a "weapon" module like a misiles (may be 2 types atack carier module - fighters atack enemy ships and defence carier module - fighters intercept missiles and enemy fighters). The "level" of fighters should be corresponding to level of technology for this module ( atack 1, 2 or 3 ) and should not have any defence armor or shield. T

34 Replies 30,733 Views

I believe that very interesting element of gaming expirience we had in MoO1 is missing - planet types. Having to develop technology to land/create colony on the speciffic planet type (or raceal ability to do so) was very interesting concept. Ofcause , planet quality should depend on planet type (and PQ should be different for different race , for example if race leaves on radioctive planets then some radioactive planet can be PQ 10 for them and PQ1 for others). A

19 Replies 10,896 Views

Well something "fishy" there. The problem that you can't upgrade the "default" ship designs , especially the problem "visible" with scouts , colonization ships and transports. Let's say I developed new engines and want to upgrade - system does not let me to save The bigger problem is (if we leave aside that I can't change/save standard design) that because this default/standard

5 Replies 3,992 Views

Well all the 3 soil enhancments when researched do not apply to captured planets. I played a game in small galaxy , had 1 my own (earth) planet and captured 2 more (captured not colonized) . So when I researched soil enhancment , teraforming and 3rd (fogot the name) tech it added build "slots" on Earth but none on any of the captured planets.

6 Replies 4,677 Views

One can argue that this belongs to "ideas" thread but I thin it's a bug: When selecting the already installed component in Ship design - you beside the look can't tell what that component is and what it does. Some kind of infor screen needed or at least apropriete devices tab on the left should be opened and component description there selected.

0 Replies 1,566 Views

I more consurned with the fact of having 3 different types of engines does the same, hyperdrives that should be advenced technology atually less usefull becouse they are bigger .

7 Replies 6,718 Views

Well for point 10 there is some argument for allowing the upgrade as while it produces less production (10 vs 12 iirc) it also is quite a bit cheaper in maintenance Have to agree but I still think that upgrades that are not really upgrades should be either colored differently o

4 Replies 3,134 Views

Yep , same thing here , the AI have "Ataker" class 4-5 ships very early , even if I have 2 planets and doing research in that area but AI enemy only one ... Also it seems that all AI players have the same level of tech . Could it be that AI players "share" the research ?

10 Replies 8,469 Views

Here is some of the bugs I found in only one game : (I was playing "modified abilities" humans with small galaxy) 1. Research texts - I am OK with the fact that text for a lot of the items is not written yet but there are some problems with the text that already there , for example when "Diplomatic releations" researched it shows text for "Universal translator" . 2. Scrolling not working if you move mouse to the edge of the screen , a

4 Replies 3,134 Views