Starstriker1

Starstriker1

Joined Member # 2444307
19 Posts 715 Replies 10,250 Reputation

My first thought is, yeah, a text file for each race, possibly XML. As for the shear number of names... well, if it comes down to it the developers don't have to lift a finger. They can just get the community to make a list for them.

17 Replies 7,733 Views

That depends on the map and settings. Right now, I've got a 3 player game on a medium map against the torians and altarians. I've basically found that only my "Dominator" dreadnaughts stand a chance against the far large Torian military. As always, they focus on logistics and sheer numbers, so something that can absorb the damage, even in a 1 vs 15, has a chance of victory. Conversely, attempting to fight fire with fire by sending my technologically superior fighters at them isn't working too we

17 Replies 7,733 Views

Then Brad should make the Devs work overtime to get it into DA! Did I just hear some artist's heart skip a beat?

6 Replies 5,624 Views

The Wii pointer might be suitable for a strategy game (no traditional strategy games have yet tried) but I question whether the tiny resolution of a TV screen would really allow for a game like GalCiv2

25 Replies 13,583 Views

Sonic, Freezing, Acid, and Melee weapons might have a place in ground combat (though even there they would be... unconventional) but they have no place in space. The three current weapon types are all based on feasible and realistic weapon paths, even if they do get wildly speculative as they progress down to the end of the tech tree branches (as might be expected). Sonic weapons are obviousls... no physical medium to move sounds through. Sure, you can always use electromagnetic waves,

47 Replies 22,948 Views

I think we have the ability to change the name of each individual ship. I know that would be a bit tedious, but whatever works right? That doesn't extend to AI ships, though, and it really IS quite tedious to name ships like that...

17 Replies 7,733 Views

Heres an idea: have pregenerated lists of names that ships are automatically assigned rather than the rather bland names they currently have. Allow players to specify or modify their own. Additionally, the names could be meant for certain sizes or types of ships, so that a Dreadnaught is going to have a more interesting and unique name than a tiny fighter. This'd mean that instead of, say, Frigate M1-5 294, I might get something like "TESS Declaration". This would also add a ton of flav

17 Replies 7,733 Views

Hey, on the first screenshot in the journal, I can't help but notice a "declare war" diplomacy option. Does this mean we can actually give and recieve "player by my rules or else" messages instead of just implied threats? Or is it just a way for the player to declare war without first attacking a ship?

68 Replies 99,524 Views

Research academies upgrade directly, which is usually sufficient since they're the pre requisite tech for the NLCs (you should really have xeno ethics by then!) The problem is when you capture worlds that are loaded with invention matrixes and discovery spheres.

15 Replies 7,903 Views

Yeah, thats a goofup in the text description. Instead, nuetral players get the neutral tradings tech (3 more routes and another 10 percent trade income) and the mighty Nuetrality Learning Centers... which are far better than discovery spheres and are earlier on the tech tree.

15 Replies 7,903 Views

I remember seeing this on the Dark Avatar feature list, but I haven't been able to find any actual details on this. What enhancements will the combat viewer see, specifically? Will it just be further refinements to movement and weapons, or will we actually see some more complex effects and scenarios? (...And here is where my question cunningly morphs into a suggestion...) Personally, I think it'd be great if the number crunching combat mechanism and the visual depiction of it w

8 Replies 4,721 Views

Perhaps its not merely a matter of getting the AI to recognize those advantages, but to have it use them itself. If it sees the enemy cranking up production to provide a defense, it could shift more production to military to compensate. Also, humans often have an advantage because they'll hit all the weak points within the first turn of their attack. The AI declares war THEN starts mobilizing... they never use the sneak attacks that human players keep hammering into them. The closest I'

8 Replies 4,298 Views

Often times, if your technology isn't too far behind the AI's, a player can attack a civilization with a far higher military rating and be ultimately victorious. Likewise, a civilization might not see that they are in a bad situation because their military rating is still above their opponents. The lack of impact of the military rating does have a bit to do with humans being able to concentrate forces better or build better ships, but I think that the biggest part of the issue is that a

8 Replies 4,298 Views

Probably because you're building more/better farms than they do... their population cap is going to be much lower. If you had more planets, that's also likely to have factored in. Also, any economic buildings or abilities will increase it. By the end game, if you've won, you'll almost always have the highest economy(unless you went for a tech victory of course). What difficulty level are we talking, here?

6 Replies 5,163 Views