Again, not a single person who has criticized pirates in this thread has asked for them to be removed completely. That is a "straw man" proposition put up by the people who like the pirates to mask the true question in the thread: why some people aren't allowed to turn them off in the random map generator.
jscott991
No one is asking for the Pirates to be removed completely. What kind of study needs to be done to determine whether the user should have the option to turn pirates off in a random map? The question is why the user is forced to deal with pirates now, whether he wants to or not. As I said earlier, if the Pirate concept is so integral to the functioning of the game then it raises much more serious questions in my mind about the game, itself, that goes beyond simply the ridiculous
Thanks for the reply. I should have followed the development of this game on the minute level apparently before purchasing. I heard good things and I see good things in the game, but the pirates are a huge part of the default settings. You can't play random maps without them and there is no indication which pre-made maps don't include them. Randomness is NEVER a substitute for innovation. Pirates randomly effect the game. Its not pleasant, but some people enjoy the idea o
[quote] Doesn't that seem an excessive amount of work to turn this "feature" off? Yes, it is. Question is, why you are complaining about pirates in the first place... That said, there are maps without pirates. [/quote] I see. Its inconceivable that someone would find random fleets of space Pirates to be slightly annoying in a space strategy game? Let's say that I wasn't even interested in the game's
So the only way to play a game without the Pirates is to design a new map any time I want to play the game and leave them out? Doesn't that seem an excessive amount of work to turn this "feature" off?
Add Pirates to the list of things that need some ironing out and I agree with your post 100%.
Is there really no way to turn off the Pirates? Why are Pirates even in the game? What purpose do they serve besides increased difficulty? I understand all the intricacies with bounties and using Pirates to your advantage, but their prevalence is absurd. How do Pirates have enormous fleets in sectors I'm just starting to exploit? Doesn't it hurt the immersion to have this universe set up as it is and then there are just enormous random fleets of advanced warships out there under a space age Blac
Has anyone else experienced a problem with changing the campaign manager name after a reinstall? I recently installed the game on my Vista machine and I can't change my name from 'Pat Smith' or my game name from 'Campaign 2004'? Where is the campaign manager name even stored?
I recently installed Political Machine on my new computer for the first time. I am using Windows Vista now (previously XP) and although the game starts up, I've noticed a serious problem. I can't change either my game name when creating a new quick play game or my name for the purpose of tracking a high school. Its stuck on 'Campaign 2004' and 'Pat Smith'. Whenever I try to type anything, the little error ding just sounds over and over. What is the issue here?
Unexpected good news! I've never understood why some games limited that ability, but I'm glad to hear that Sins doesn't do it. Long live the Terran Empire! Or whatever . . .
I really only have one question before I decide to give this game a try and that is whether or not the races and factions are hard-coded? Must I play as the Advent, Traders, Vaasari, etc. when I play the game in a sandbox mode or can I rename my race? As much effort as I'm sure they are expending on the storyline, I find these games usually have limited appeal if the factions are severely limited. I had already crossed this game off my list thinking the factions were hard-code
I attempted to add a new race logo to the game yesterday. I opened an existing race logo (the png files are stored in the gfx directory). I then resized the image I wanted to use (the Norsefire party symbol from V for Vendetta if anyone is curious) and copied it. I pasted it over the existing race logo (so that there is no chance I would use an improper size) and saved it as logo 65 (the first available number, I think). When I
No one else has noticed this problem?
I'm sure someone else has posted this, but once you reach 1,000 Billion citizens, the population display in the bottom left corner of the screen goes crazy. It starts to report the population as a very small decimal. You can still figure out what your population is by simply moving the decimal about 6 places to the right, but I'm not sure I understand what the problem with displaying the number 1,000 is. I can post screenshots if people th
I said I wouldn’t post again but I have to post one last time. I can’t believe weekly turns received even one post in support. I can’t believe people took the time to post and say “I can’t believe you people care about this?” (which is essentially the only argument the weekly turn supporters have mustered that is worth responding to). The developers taking two minutes to change this or to provide players with a means to mod it is not going to reduce the quality of anyone’s
This can't be modd'd. The game features a limited number of files that can be changed. If you look at them, you might be surprised at how little user modification can take place. I was shocked that I couldn't find the file to change the government type bonuses. If I'm wrong, I'd love to be told where this file is located so I can change it.
If building a new ship was cheaper than refitting an old ship, then the Navy would never refit/upgrade old hulls. As has been the case for over 100 years, the various navies of the world have always found it easier to upgrade existing hulls rather than building new ships. That is why most United States Navy ships use hulls that are decades old and undergo periodic refits. If this wasn’t cheaper, then the Navy wouldn’t do it. They simply would build DDX’s or Ronald Reagan class carr
Galciv 1 had much slower ships and monthly turns. Which is more unreasonable: That some fictional drive system allows a ship to go from sector to sector in a matter of months instead of weeks? Or that the human race can grow from 5 billion taxpayers to 500 billion taxpayers in the space of 10 years? This is the last post I’ll make. The developers picked one week (and forgot to remember that in certain sections of the game) and I doubt they’ll change i
I think that's exactly right. I think its off by a factor of 10.
Again, you aren’t really seeing the point I’m trying to make. I’m not arguing that the game is over too quickly in terms of number of turns. I’m not saying that I’m playing too few turns and therefore the turns should represent a longer period of time, what I’m arguing is that there is a disconnect between the number of turns it takes to do something and the time period that a turn is supposed to represent. Again, to re-state obvious examples: In one turn, you will gain 2
I don't want a longer game. Just a more realistic feel. Plus a longer game won't solve the pop growth problems or the election nonsense.
I understand that I'm just blowing in the wind, but could we please change the weekly turns to monthly turns. I can't even begin to fathom what would make the designers set the turns in this game to weeks to begin with. It makes no absolutely no sense. Why develop an entire backstory and then invalidate the game's universe by making everything seem silly? Its entirely a superficial change, but it would greatly help the game's backstory, realism, and allow the player to feel more
Its not nearly as elegant a design as MOO2. The game is fun, but the ship design feature remains a complete mess and the persistence of bugs mars the game. Furthermore, information is displayed in an esoteric way in Galciv 2. The interface is inferior to MOO2. The races lack the personality of MOO2 races. There is no tactical combat. Techs, while more numerous, lack the variety of MOO2 techs (what happened to the Terror Star or a similar planet destroying weapon; no Galciv 2 tech
One thing I've noticed in Galciv 2 that simply shouldn't be true is that it is far more expensive to upgrade an old ship to a new design than it is to simply build an entirely new ship. Once you start to swap out weapons and engines on ships of any significant size (small, medium, and up), it costs thousands of BC PER SHIP! Towards the end of the game, it would have cost me 180,000 BC to upgrade 20 huge hull ships. The only change was substituting doom rays for the disruptor III.<
Two bugs continue to plague Galciv2 in its latest version. The first is relatively easy to spot and I'm sure others have brought it up. Virtual reality centers continue to provide less of a morale effect than their predecessors (zero-G sports arenas). This is a fairly annoying mistake. Its extremely damaging to "accidently" research Virtual Reality centers and then watch as your morale plummets empire-wide as your Zero-G arenas are replaced. The second is a sneaky, but devastating