estafazero

estafazero

Joined Member # 2213765
9 Posts 51 Replies 194 Reputation

I don't like the idea. I have to confess that I prefer Civ4 over GalCiv, a lot. But one of the things I hate in Civ4 is the autmatic beaming of units within enemy territory when declaring war. It's no fun at all. Please don't copy this aspect of Civ4 - copy anything else!

178 Replies 184,536 Views

Espionage: if I really must use spies, please make using them less invasive. Sometimes I want just to incease the intel level in order to avoid random events with that race, but I had to spend quite some of spies for that, since the receiving race defends itself. Multiply the number of lost spies with the number of races I want to keep as friends, and all of a sudden I'm without spies to defend myself. change the usage of spies to something more "real": curren

400 Replies 127,370 Views

Clarification for spying and the user interface First of all, the whole spying concept is to gain information on another CIV. So at the begining of the game, we shoudn't know absolutely nothing about the CIV. The diplomacy and the management (stats and graphs) screen is ruining this concept. Because in the diplomacy screen, right off the start, you already know about the total treasury, influence points, planets, technology, starbases, ships etc.

437 Replies 243,287 Views

0) UI - display own stats always next to forgeign stats in the diplomacy section: a lot easier to compare the raw numbers! - display bars in the stats section all at once (and therefor a bit smaller), the scrolling is very annoying and it would be better to be able to compare graphically all areas at once! 1) borders and interaction with AI - be able to ask AI to stay out of own territory (area of influence)/stop cruising through it with massive fleets (as it does quite a lo

437 Replies 243,287 Views

If weapons and defenses become obselete: - you would always need to search not for more powerful but more advanced weapons or more advanced defenses to face your enemies. You couldn't allow yourself to slow your weapon/defense research if the other races are going on - your new weapons/defenses would be maybe unstoppable by the old ones but not so powerful, so there would still be balance - with weapons/defenses of new generation also small ships

50 Replies 39,724 Views

It would be interesting to know, if anybody manages to win with such race against 9 random opponents in a huge galaxy. Other settings are: difficulty: tough/painful habitable planets: occasional #planets: common #stars: abundant anomalies: common NO surrenders WITH technology trading Although I have chosen bonuses in speed, production, soldering and moral and play aggressively against the closest neighbors and focus on research that improves my income, I

12 Replies 9,344 Views

I support all of your ideas! Since the AI almost always is behind in speed, I always manage to abuse the event and conquer the best planets of my neighbors... after the event, they have little industry left to defend against my ongoing attacks. I don't know if the event is supposed to help the weak players.. but I never felt weak when I took advantage of the pirates event!

25 Replies 22,501 Views

I agree. Besides of GalCiv2 I also like playing Civilization IV. Unfortunately, when comparing UI of both games, GalCiv2 seems very poor. In CIV all numbers are clearly visible, there are tons of contextual help, you don't need to guess anything. I agree. I also agree with OP. I hate the things that just are/happen in a certain manner without any explanation. Traderoutes' implementation in Civ4 is annoying. Some more things in GalCiv

24 Replies 15,227 Views

Would it be possible to create a separate section with the mods which work for DA? I tried the MOO race packs with the DA Beta. It did not work. Don't like trial and error here.

5 Replies 4,769 Views

I also think it is too much. I spend about 50 turns just clicking although had just started a phase of war. The AI did not bother, so I was not willing to fight them either. A very boring event as it is now. There should be a strong incentive to fight pirates immediately! But as it is now the cost to fight them in many cases will be a lot higher than the trade income lost.

33 Replies 16,740 Views

1) REAL ship design (more devices, diversity in weapons,...) (and maybe Tactical Combat, although I think auto-resolution will do) Could be similar to MOO2 or AoW:SM. 2) Ability to bring in proposals to the Council of planets 3) More diversity in empire variables: different types of religion, government, society,... (as in Civ4)

60 Replies 26,884 Views

I have seen two strange surrenders in my last game. Unfortunately, I do not remeber the races involved, but I do remember that afterwards two of the oponents had basically doubled almost all their ratings (economy, industry,...). Thus, a balanced game turned out quite unfair. I wonder if this is supposed to work like this. I think their should be some penalty on the output of the surrendering planets reflecting revolting people or racial tensions (even ig alignement is similar

14 Replies 5,445 Views

I wanted to buy DA with the attached coupon from the promotion mail. The mail explicitly promotes that it can be used with DA. I was surprised since DA is 29,95$, but the other coupon condition states that purchases have to be >30$! And: It does not work! The coupon is not applied! WHY is it promoted in such a manner then??? Moreover, I would like to know why it is not possible to use another coupon cumulatively? You should tell your potential customers!!! Perso

7 Replies 9,458 Views

I like your thread. Why always so many words? Personally, I would like to see more no-pure-eye-candy ship parts, too.

47 Replies 22,981 Views

One part of the game i would like 'tweaked' is a players ability to see what the AI ships have 'bolted' to them. If you click on an AI's starbase you require a high level of espionage to see what it contains, yet you can see all the components of one of their ships from the start. This would further enhance the spying role etc Plus it would boost multi-weapon ships

36 Replies 46,959 Views

I could have written the same. I have never understood why wiping out a planet's population via planetary bombardement is considered genocide while killing everybody with ground forces is not... genocide is genocide... I would love to see something like a standing army concept, transporters that can be used again and would also like to conquer planets AND population! What about the super-ability "telepathic"... I never managed to use it in MOO2, but it is a cool abilit

14 Replies 9,979 Views

MoO2 style weapon modding (Auto-fire, Continuous, Heavy, Point-defense were some of them for beams) I like your suggestions, LoneWolf0912. Not because it is MOO, but because it adds strategic decions and feeling to ship designing, something I really miss in GC2 right now. I also wonder if "streamlining" and adding techs will also mean mo

50 Replies 27,610 Views