Galciv needs an improved combat system. Space Level Introduce three levels of ship, which are more effective working together than apart in space engagements. Fighter level Small manuverable ships that cannot outgun larger ships in a broadside engagement and thus rely on speed on manuvorability to harry their larger opponents and reduce their effectiveness against the enemies batteships and cruisers. They are also quick to take advantage of any damage inflicted on lar
Cliffracer Slayer
I'd like too see a proper editor with the ability to edit planets beyond just owner and class, place a full range of ships. I hope the gold version has this or I won't probably ever use the editor.
I agree the campaign needs carryover tech and ships and a sense of time.
They might not share all tech but maybe they should trade on an even basis. Ie one tech of same value for similer tech on a fair basis.
When will the randomly spawned minors get proper logos rather than all getting that grey plate thing. Not to mention starting defense fleets and decent planets. I'm not asking for animated 3D videos just logos.
Why shouldn't the Drengin start preaching goodness and kindness. The slaves just had a revolution.
Isn't futile? :notsure:
It's just that calculating things like innate racial abilities would be a little difficult to calculate if planets had mixed human and alien population. Plus the population increases where things are good and decreases when things are bad. I'd prefer to allow immigration purely between creatures of the same race beacause it would allow the innate racial abilities thing to exist without unnecesery complication. On another note some creatures belong to political movements aswell as to
The Editors aren't very well designed. Most the ships aren't on the map editor, there's no way to customise planets and place specific improvements on them. You can't customise the AI's or make your own minor races. And that's just the map editor.
But they can restablish a dead empire and they can't do that in Civ 3. Alien population is also permanent, you can make them more loyal over time but you can never turn them into humans. They will forever remain aliens and if things get bad will rebel and recreate (or defect to) their own civilization. Migration between planets inhabited by the same civ might be allowed but I'd imagine the U.P would control migration between civs under the same umbrella that they use to control frei
I don't think that there should be migration into you're empire beacause that would mean that a rebellious planet's planets population would just pack up and go pass their problem on someone. A planet's population should remain fixed and should retain it's innate racial abilities. The random number thing is a little strange, better to have my multi-turn invasion system with the surrender bar determined by morale and courage. The U.P doesn't allow you to exterminate alien pla
I've included the idea of alien populations on your world on my Planetery Invasions for Galciv2 post. It might be good to discuss it there.
I'm not sure that the U.P would let you do mass genocide, maybe it should be an option for evil civs that have left it. Also I'd like to see peace treaties last for 2 years to stop all those peace treaties that are torn apart a month later. I know that might happen but it allows for things to develop between wars (and for arms races).
And record colinization events. I like to write them down. Gives my planets character.
It would work on the lower levels but on the higher levels the AI won't fight utterly one sided battles. The Space Sharks don't know the meaning of fear (or have a word for it).
Put a scout 2 squares away and that scout will be eaten. Put one three sqares away and you're on a winner.
The Korx and Drath don't show up on the U.P pie chart in the diplomacy screen.
It's like Newton really. He's credited with discovering gravity when the idea had been circulating for quite some time. Newton merely realised how gravity affected celestial objects like the moon.
One thing I love about space sharks is that only the AI are stupid enough to attack them. They're slow and anyone can outrun them.
The campaign really need a sense of time as I said earlier and it needs to have more events attached to the plot and story. Perhaps it also needs a time limit purely so that their can be a real sense of technological devolopment between campaigns with the timer set to the beginning year of the next game so that the tech development is coherant.
I hope the editors are much improved in the full version.
The campaign always resets itself to 2178 the starting year of the last campaign. Call me fussy but I feel that the next mission should start after the former is finished.
One constructor= total repair of starbase. Good trade.
Code monkey? Lord of the Arachnids? I've never seen you on this forum before.
I really meant that instead of building modules constuctors should be able to repair damage.