Hi, whilst the chart is informative it does ignore the fact that quite a few features of each evolution were introduced via Expansion Packs and whether "SuperNova" is classed as a further evolution or is merely an Expansion Pack needing the GCIV base game to be playable ? Whilst there is always something to Love and something to Miss in each evolution the things i miss most are from GC2, particularly the ability to Mod all the feature files to be able to tweak them [and "cheat"
Schaefespeare
"8. Movements and mixed populations give opportunities to the game to affect player's governance, are there some tools for the player to act on them in response? (promoting multiculturalism, encourage to pogrom, forced move of minority like in ottoman empire) Playing human civilization and having human diaspora on drengin planets, may I use them as soft power to create riots or promote my culture?" Reply to Twinping: seems to me you're asking for Devs intentions
Does anyone else remember "FarScape", i was/am a fan of all its series/seasons, it's a very intelligently written and acted Sci-Fi adventure with high production values without the lavish special-effects being overdone. i liked all of the characters; from the main Human lead, through a weight-lifting bodied, walking octopus-headed creature, a humanoid attractive female plant usually blue-skinned, a munchkin sized, cowardly, bewhiskered dwarf who farted helium, to the living almost
Don't worry buddy, all of the GC canon (ie non Star Control DLC) races will still be around and playable (with some minor story-driven exceptions around the edges, it sounds like), along with some new cool sounding ones so far. Brad had just said that he thought there were too many humanoid races already, so hence the moratorium on adding more - they need to dilute out the pool.. Thanks for the re-assurence tid242,
Per Frogboy's post #11: Alright, so I'm going to change this thread up and make it something that I don't feel bad about spamming up. Any/all feedback is welcome and appreciated - this is the reason I'm making a thread about it. Obviously the game mechanics of GC4 are unclear at this point, so these ideas are basically just that, ideas. But it's been a fun project to think about and dabble with during my free time.. Per request there are no humanoid r
i generally don't like Ghosts, Ghouls and Vampires with their Horror overtones and the back-catalogue of Hammer Films associations. Re-reading your proposal i can see the intention of creating something that isn't corporeal and has a more religious / spiritual / even philosophical existence. But then it gets confusing by having two different types of being, one being somehow more corporeal to actually exist in the Humanoid Dimension enabling interaction with normal phyics and ot
Thank you very much Seilore for this, i have trouble with my hearing and relly on subtitles these days so i'm really appreciating the effort you put into this. Again many thanks.
Some good ideas for potential development in all these posts. However, i wonder about the prime directive that all suggestions should be "non-humanoid" [effectivly banning all animal creations like intelligent dinosaurs, which i agree is best avoided for any game to be taken seriously] is anti-Darwinist or is it only a game to be played for fun, because Fun is fundamental for any game. Apologies but i always become the Devil's Advocate.
interesting thoughts except for the "Ghost / Ghoul" offering. the first is a rework of the Yor. Sorry no ideas myself, its so difficult to be creative and original so Kudos tid242 for making a start.
This is in reply to "Frogboy's post" #6[i think] above. Hi, as always there are contradictions between what some potential players want and what other potential players would like, which is normal and fine. However, i think that Brad's exposition makes it easy to expect the game will End up like "Endless 2" but on a bigger scale, with star lanes between sectors and clusters of stars with and without planets within these sectors. i think that you have fallen into the trap
I still can't come to terms with the fact that, with all expansions including Crusades, Food has nothing to do with Population growth or population in any other way, the only significant influence seems to be the availability of yet another City to increase the Population Cap by 3 and keeping everyone happy. Anyway we'll see what tomorrow brings.
Yes I would like this if it meant there were fewer "Dead Planets" with the new types replacing those removed instead. I also look forward to being able to Mod some of the xml.files, particularly wanting to be able to not have each type of "terraforming" just giving only an extra useable Tile/Hex when settlers would re-use the the new technology on other suitable sites [Tiles/Hexes]. This would really make my "Sandbox" style games more enjoyable.</sp
Hi, I've got used to "Hexes" although i still don't really like them and I gave up commenting during the Founder's Beta stage. I do like the change to the strategic resources needing to be harvested and used to build Ship Components or Improvements that came with V2.7.x which is more realistic than previously but it does tend to water-down my enjoyment levels because of the choice you have to make on using t
Have just recieved my copy and the link to read more about "4X" has either lapsed or is broken. Regards, Schaefespeare.
I liked the way research worked in GC2, you could research the next-level of any tech whenever you wanted/needed to. I'm not ready to write-off the new tech tree with it's "ages" yet but it does make game-play more complex because of the sheer volume of techs there are to research, especially when the Branch-Headings are somewhat of a m
Thanks for the support guys. May take you up on that Edlander but not just yet okay. Thanks for correcting my spelling mistake Darca [NO sarcasm intended], and in the same enlightenment mode the phrase is "Lop-sided" meaning asymetric or biased. <span style="font-family: book antiqua,palatino; font-size: medi
I've just read through all 3 pages and realise my comment was obsolete.
I just can't get to grips with the new Ship Designer. There doesn't seem to be any tech which improves miniturization significantly, all pre-designed ships seem already maxed out to capacity; perhaps this is why the Hard-points don't seem to work for me. Even when trying to design a vessel from scratch. <span style="font-family: book antiqua,palatino; font-size: med
Your original points 1 & 2 need attention although I believe spelling mistakes are a low priority. Regarding your edit point 2, in my experience it seems that the colonists originate from the first Sponsoring Planet; I would like to see this altered so that we could choose from which sponsoring planet(s) the colonists come from, ideally w
GC2 had to wait until "Twilight" before a very good moding tool kit was available, I don't remember whether GC1 had any moding capability but I don't believe that it did. In other words, while we all probably would Love to have a Mod Kit for GC3 now, it's just too early and unbalanced a game experience to implement now [IMHO].
Uhmmm . . . . . . . . I really don't know !
This would really help when you're on a large or larger map and you're wondering around to see where the best place to send your currently selected ship will be. I can't believe it wasn't a feature of previous GC games and expansions. <span style="font-family: book antiqua,palatino; font-size: small
I haven't found this a problem because I've played only on scattered or spiral Galaxy choices, but I can see how this is a problem with tight clustered choices, especially on the largest map settings which I believe a lot of us prefer despite needing more than 50-hours [and probably longer] play before you can even sniff the possibility of winning. <span style="font-family: book antiqua,palatino;
This is one feature I have not tried/tested and possibly won't ever use or alter from the default value. To me the way you specialize planets is by choosing what improvements you want, or probably just by trying to make the most of Hex/Tile Bonuses and Adjacencies. Perhaps it may be needed when the game becomes even mor
Guys, these 'projects' are not supposed to be workable in Beta1; however they do have some effect and apart from choosing any one of them for the automatic-upgrade benefit, the 'Fiesta' [something like that anyway] one does give a bonus to Approval of anything between 10% to 70% [probably depends on population levels]. <br