Once we get to the balancing stages it might be worth suggesting that tiny hulls are made slightly larger to squeeze in that engine/weapon combo so that we can build interceptors. On the other hand, as your technology improves you will eventually be able to do it. So is the hull the wromg size or is it all part of long term strategy? Or a bit of both? Atm I use tiny hulls for cheap flak ships. At the very leas
Ugleb
Taken from beta 3 notes: Minimum requirements: Pentium II 600 Mhz with a Geforce 3 level card (or ATI 7500) or better that has at least 64MB of video memory. Hope that helps.
Fear not, the time of game balancing shall come for it is prophesised! P.S. No weapon start.
How about letting the user upgrade their stats when a new level is reached on a ship (ala RPGs), but you can only upgrade a stat that is <= 1. For example, a ship with MassDrivers:2 Shields: 1, and Armor:3 reaches level 2. The user gets 2 stat points to spend, but can only use it on the above stats, propulsion, range, or sensors (no 'suddenly the ship has lasers' nonsense
There should be option to: 1) Name ship class (Like Bahamut Class Destroyers or Croatia Class Carrier or simply Laser III or Rocket IV) 2) Name ships individualy (So that you can name largest and most important ships, like B.B. Croatia or U.S.S. Enterprise) Then you'll be happy to know that both exist! <img src="smiles/Congrats.gif" bor
What I said is that for example MOO2 (which was also a strategic game) did ground combat in an interesting, simple and balanced way and galciv 1 did not learn from this. Instead the stardock developers insisted on their own flawed view of ground combat. The result was a unsatisfying combat system with a strange real time element (pressing space bar)
I think its on the 'to do' list, but it's not come up in awhile so I'm not sure.
In case you still don't know, go to www.stardock.com and download Stardock Central. It's a download manager that keeps track of your Stardock purchases and updates your installations. Once you have it setup you download the beta through it.
Ground combat is top of my list for features to overhaul, although to be honest I'm not exactly sure what I'd want to replace it with. I just know I'd like more than a little screen which I tap the spacebar on. It's a bit of an anti-climax after building up all the military hardware needed to take on an invasion. However, I'm much more interesed in other areas being done well at ground combat's expense, such as fleet battles.
About "Auto" button in MoO ... well I think it results depended on AI algorithm used to resolve the battle, now when computers defeat humans even in game of chess creating a powerfull AI algorithms hard but possible. I respect your choice but mark my words if you not doing it in GalCiv2 you will be "forced" by the gamers to do it in GalCiv3 or if you resist hard enough
one extra thing i think they should of added in MoO2 was if u were veiwing your colong (to buy new buildings or ships) then if u looked up towards the sky where u could see ur starbase then u would also see ur fleet slowly orbit the planet (i know the grpahics of couldnt cope it) Damn that 2d graphics engine eh? <img src="smiles/Wink.gif" bor
last game i can think of that added to much was MoO3 and look how that went Moo2 adding the mixed race/planet atmosphrere stuff, it worked quite well but it means extra balancing work to get it right. Yea Xenoc
Players should think of Projects as being more than jsut the improvement itself...if you build a Power Planet, it's not just a huge chunk of land with only power plants on it. That land has a about 40% powerplants and 60% infrustructure to house the citizens needed to run those plants (housing, supermarkets, ect ect). And there was me trying t
Such tragedy. We can create a gorgeously rendered game of epic galactic domination, but we cant find your sense of humor.
So you mean everytime I take a colony the planet explodes? Ummm...no.
For that matter, will ships even be able to retreat? In other words, since combat is automated, will I still have a fleet left even if I lose, or will it be completely destroyed? I think fights are going to remain to the death.
I think you might be on to something with the combat idea.
No I don't agree, a research world would be protected by weapons made on an industrial world as an example. Your civ would move goods between its worlds. If the civ as a whole is overly specialised then yes you suffer, but I think adding penalties to specialising worlds would be annoying to manage.
I think the experience thing is why the AI is constantly outclassing my ships. That or it cheats.
Maybe itcould be tied to a morality impact?
Had a good play session today myself and got clobbered by this. I save, exit GC2 to desktop, come back in and reload. The problem seems to get worse over time, the longer you play the sooner it happens the next time. Annoying bug isn't it?
It is my belief that there are enough people out there who would use the multiplayer feature to make it worth it. If you look at MOO 2 it is still possible to buy the game, but why is that? Unfortunately there isn't enough people who would use it to justify the expense of doing it for the release version. It's very much a niche market, loved b
It's a sticky,.... It wasn't when I bumped it How do I GET the beta...yes, I've purchased the game...check! Have you downloa
If you attack first then yes, more weapons is better. However, if you are attacked then you need defences to stay alive long enough to hit back.
If someone can neglect their children like that while they go down to the cyber-cafe, what does it matter where they went? Those people could just have easily gone to the pub. WoW didn't kill that child, the parents self-centred lifestyle did.