[quote who="Mumblefratz" reply="10" id="2834138"]There may have been some other things fixed in TA as well. I'm pretty sure at least some of the things that you can do while bankrupt in DA and the current incarnations of DL (actually all spending while bankrupt was prohibited in the version of DL that I predominately played) have been fixed in TA although precisely which I woudn't know.[/quote]Yup, quite so. I don't know of any way to spend/grow while bankrupt in TA. I do wonder if I may be g
SirPleb
[quote who="Mumblefratz" reply="8" id="2833930"]Sole Soul is the true expert on max score but it seems you should have a chance at 2M. Based on year 0 score alone this seems comparable to Maidens 687K ZYW that later ended up at 2.2M. The problem however is at the time Maiden was using Dread Lord opponents and it later became accepted that using Dread Lord AI opponents was considered cheating. Even so that mark stands as a high water mark and is an accomplishment regardless of how it was done.
[quote who="Mumblefratz" reply="5" id="2833842"]I think I've convinced myself to always take max pop growth ability regardless of which race I select and regardless of that race's base growth, although it doesn't hurt that it seems that my prefered race has a max base growth.[/quote] I'm in the milking phase of a game which I hope will demonstrate the power of maximizing pop growth by passing 2M in score. Remains to be seen whether it will do so. If it does I'll do a de
[quote who="Mumblefratz" reply="8" id="2833277"]As far as exploits go this is about as minor as you can get.[/quote]I agree. If someone really thought it worth "fixing" a more appropriate fix would be to add a dialog box saying something like "moving your capital costs 250bc, are you sure?"
[quote who="Mumblefratz" reply="3" id="2832307"]When viewing a planets Colony Management screen clicking on the "Details" button takes you to the Planet Details screen. At the bottom right of the Planet Details screen there are 4 buttons above the "Done" button which are: the Governor button, the Set as Homeworld button, the Rename Planet button and the Destroy Colony button. All three versions of the game have these same 4 buttons however in DA and TA the Set as Homeworld button is greyed ou
I've only played TA. I have not seen anything which would allow me to move my homeworld. How was it done in DL?
[quote who="coreimpulse" reply="21" id="2822501"] Well, that task would be done by members of the GC2 fanbase, under an open source GC2 fan engine effort. It wouldn't be maintained by Stardock. All support to such open source GC2 engine would be done by the team, not by Stardock. Maybe some collaboration could be established between a Stardock employee very acquainted with GC2's codebase too. [/quote] I don't see that happening. If StarDock uses the fan engine in
Even if marketing issues can be resolved, open sourcing still involves a fair bit of effort by StarDock. Someone has to be in the position of reviewing and accepting/rejecting/merging submissions from multiple authors. As long as StarDock still sells the game I think that this someone would have to be a StarDock employee, and one who is very familiar with the GalCiv2 code. I've done that task (coordinating development of an open-source project, selecting/testing/merging submissions, and
[quote who="Kazriko" reply="13" id="2822395"]SirPleb: Regarding #9, Building something else on a farming tile and putting a farm elsewhere is something I do all the time. Often, with the farming bonus the population will simply be way too high to be sustainable and the morale will drop horribly on that planet even if I devote a ton of other tiles to morale improvements. Which leads me to an idea. It'd be nice to be able to cap population at a specific number lower than t
Glad to hear that GalCiv2 is going to get some loving care! Elestan's posts at https://forums.galciv2.com/394055/page/1 have many suggestions which I think are good. Some additional things I'd like to suggest: UI 1) Improvement. Most (all?) scroll bars in the game are hard to use on a high res screen because they don't "capture" the mouse the way Windows scroll bars do. If I move the mouse
In my experience software in general, not just games, has continually become buggier over time. When I started programming in the early 70s the prevalent attitude among developers was zero tolerance for bugs. Any bug in a system was a top priority to address. Bugs in vendor software were kept at a low enough level that fast paths to core developers for reporting and resolving bugs were possible and existed. Sure software was generally simpler in those days. But against th
Thanks jacklv. I'm trying to improve on it now that I've worked out an approach.
I'd like to join the club:
[quote] #1 It is NOT engaging enough. The UI, over the months, got so streamlined that there’s just not enough interaction between your Kingdom and you. There’s a lot to do but little game-provided direction to take you there. The pieces are there but the player is left to just “know”. That’s bad. #2 The UI requires far too many steps to do stuff. It just needs a lot of love still. [/quote] I hope that these issues become a p
[quote who="SavageBananaMan34" reply="1" id="2670215"]I think an advance wars style color overlay showing where your unit can move would be nice. [/quote] Good point. Some kind of visual highlighting of where the active unit/stack can move would be great! That would address most of the issues I had with movement; it would make learning a snap and would remain useful throughout the game. When grid lines aren't displayed, the corners of the reachable area hi
When I bring up the city improvement list panel it displays at the left bottom of the screen. Then when I hover the mouse over a potential improvement, a description of that improvement displays at the bottom right of the screen. This results in a lot of annoying head wagging back and forth from side to side of the screen. Suggestion: Pop up the description of the improvement immediately to the right of the city improvement list when the popup is just for preview purposes. (I.e. befor
Using the escape key closes some dialog panels, e.g. the city improvement list. It does not close other dialogs, e.g. the introduction "book" display at start of game, the research display. When there isn't a dialog active which the escape key will close, it brings up the options dialog. The worst behaviour is seen when the research dialog is on display. Hitting closes that and brings up the options dialog. Suggestion: Escape should always close the
I'm putting a few suggestions in one note because they are things I think can make it easier for a new player to learn the game mechanics. They are things which may not matter as much after someone is used to the interface. Beta3 is my first time in Elemental. I didn't read the manual or keyboard notes, just jumped in. Before making suggestions I want to say: Awesome! Much of the UI is intuitive and the graphics are wonderful. The extensive use of tooltips is great, makin
[quote who="fstkfstk" reply="27" id="2668635"]There is a lot of discussion noting that cheating AI's can be fun, but without the important caveat: They can't JUST be cheating. Every time you declare war in Civ4 the other side magically gets piles of units at the same tech level as you, regardless of where they were before. Its so blatant it takes all the fun out of things. But if the cheating is disguised and just looks like a common player strategy done very well th
[quote who="LikeTheWhirlwind" reply="156" id="2667584"]Don't take the "3 minute" thing so literally. All we mean is that we're aiming more for Master of Magic combat length rather than Rome Total War combat length, for example. We want you guys to feel in control, and for your tactical decisions to matter. What we don't want is for tactical combat to drag on while both sides "go through the motions". [/quote] Awesome! With those principles at the heart of it I t
[quote who="Raven X" reply="169" id="2667633"] Not at all, my friend. What people aren't understanding apparently is you can hit Auto Resolve in the Middle of a Battle if You want. This means you can control the battle long enough to make sure you're going to win without taking massive losses, THEN hit Auto Resolve so you don't have to "Mop Up". It's a choice given to the player. [/quote] I like to play games at settings hard enough that I don't know if they're winnable. Mor
[quote]ITEM #1: Making the sovereigns distinct from one another Making it so that each sovereign is very distinct in how they play is very important. The way we are going to do this is to make the Professions available and the Talents have far reaching (i.e. not simply “stat boosts”) effects. Thus far, we’ve struggled over which professions to have in the first place. ... However, we must make sure each of these races plays differently enough an
[quote who="Andorfiend" reply="393" id="2661128"] So.. you basically want them to make two entirely seperate games and sell them both to you for the same amount of money? That's ... a lot to ask for, I think. [/quote] I agree, that would be quite a lot to ask for. I think too much to ask for. What I'm hoping for is a strategic-emphasis game. The main point I was trying to make is that I think the developers would be making a mistake by aiming for a game which is great for al
[quote who="John_Hughes" reply="391" id="2661059"] [quote]On a related note, I think that defenders should almost always have a slight advantage (possibly more than slight due to terrain, walls, etc.) Given a situation where everything is equal (unit strength, inherent and strategic value of a tile, etc.) the balance should be such that it is not worthwhile to initiate combat. This delicate balance which slightly favors non-attack is one of the things which makes strategic play more s