Perhaps there is an easy way to do this that I'm missing, if so, let me know! Otherwise - The TEC and the Vasari have resource boosting econ structures that are fire and forget; you build them, they do their job, you go back to other matters. The Advent however, require a very annoying bit of micro. In order to use their resource boosters, you have to zoom down to an individual system, and manually toggle individual trade ports to resource focus. Could we please get a system
Mtrixis
I can confirm this. I've noticed it with the Advent colonization cost reduction, and the TEC free mines. I don't know if the Vasari have the same problem with the build speed increase, but since the other two are glitched, it would make sense.
It's interesting to me that most reviews complain about the lack of a campaign, when I've always found RTS campaigns to be universally terrible in terms of gameplay, and I don't miss one here in the slightest. However, ironically, I can agree that I'd like to see one - but only because I'd like to know more about the backstory of the universe you've created. Yay, horrible galaxy munching Vasari foe. But that's in the expansion pack :P
It's worth mentioning that I've seen this sentiment echoed on numerous gaming forums over the net. Many people have repeatedly reacted very favorably to Stardock and now Ironclad for taking this stance. I don't know how badly, if at all, piracy impacted GalCiv2 sales more or less than other PC games, or how its impacting Sins, but I do know that the goodwill you're building is an asset that few other gaming companies have.
The way fleets and groups are handled is one of my biggest gripes with the game so far. If there is a way to make newly built ships auto join a fleet and hotkey that fleet, I don't know how to do it.
I love the pirates Just make a map without them if you don't like them
It reminds me a lot of Kohan, though as Dave mentioned, Sins is more focused on the economy and less on the combat. Not better or worse, just different. One thing that bums me out about Sins is that they came *so* close with Fleets to having a brilliant system reminiscent of Kohan's company construction. If they had a fleet manager screen that let you 'build' virtual fleets of whatever ship combinations you want, then actually construct elements of the fleet gradually to match
"I would also like to repeat something I’ve complained about before – diplomatic negotiations. After the initial GalCiv2 update, negotiations are just about the only thing in GalCiv2 that makes me want to shut the game down and not look in its general direction for a while. The problem is still finding the right price for a deal. When I see that the AI will trade tech X for my tech Y, I will go and ask them to also give me some gold. The matter of finding out how much gold they’ll give me is ext
Not that - I'm more irritated by the inability to tell what the AI WON'T trade. The money/influence thing is also a niggling irritation, but I just got sick of constantly having to click in and out all of the AI's techs, some of which it would trade under no circumstances (even if I offered all of my planets!) - why do they even show up in the tech list if they won't trade them?
It's just too irritating to deal with diplomacy with multiple races. Figuring out what they will or won't trade, micromanaging the amount of credits or influence every trade, the interface just doesn't do what it needs to do. I posted about this in the past, but never got a response. I was hoping it would show up in 1.1, but there aren't any changes there. I'm done playing GC2 for awhile, the diplo is a deal breaker for me I'll
The lack of max baffles me, why is there even an option to trade some fractional amount? Same goes for the non-trade techs - if they aren't tradable, why are they even in the interface? I wish ui quirks didn't bug me so much, but they do
Swank, thanks. The popup is too small (have to mouse scroll, only takes up like the center inch or two at 1600x1200), but better than nothing Now I'll just be grouchy about the others
I can't set the max credits/influence from an alien to me for a lopsided trade in their favor without manually fiddling with the number of credits one click at a time (or a typed guess, in the irritating text interface the game has) I can't set the max credits/influence from me to the alien for deals that they would accept with a sufficient number of credits, again, I have to manually fiddle with the sliders Even clicking on t
Am I just blind or something? When you select a ship, you can see its maximum range on the minimap, but when looking on the main map, I see no dotted line, solid line, or shading at the edge of its potential travel distance, which makes sending ships to the very edge of your possible distance annoying. I figured there would be some sort of visual indicator on the main map, but if there is, I'm not seeing it <img src="smiles/Mad.gif" border=0 ALIGN="abs
I haven't seen any change to the tech tree in the 1.1 beta Hoping this is still on the table for revamping
Starbases fighting in their area is a really cool idea, but it'd probably have substantial balance ramifications - and what happens if you litter an area with Starbases? Do they all fight? Impossible nut to crack?
Is there a way to see this in-game that I'm just not seeing? I reloaded a savegame, but I can't tell what difficulty the aliens are set too, and I have no interest in playing if they're below intelligent (I did a few trial run games at a 'normal' difficulty, which I found out to be crippled AI, and now I can't see an obvious place that shows what the diff is)
Agreed completely, the 3-5 turn AI tech trade round robin is one of the lamer 'strategies' that can be exploited, and a major reason I've disliked diplomacy in this style of game for some time. Some very good suggestions here, I hope Stardock looks some of them over for consideration. At a bare minimum, a no tech trades option would be a decent stopgap, but there are some good ideas here for integrating tech trading into the diplomacy process more full
Tactical battles are only interesting if either the entire focus of game is on the combat, or if the number of total fights over the course of a game is relatively low Otherwise they tend to bog down the play horrendously I know some games have attempted to streamline tac combat, but I've yet to see one that has meaningful AI in tac combat, it's just too open to exploitation by human intellect...
I wish I had more interest in coding. Yours is exactly the sort of company I'd like to work for. I spent years doing mod work for Quake (and various other fps titles), and even more years picking apart design (and competing heavily online) for dozens of games, but I've never been interested in coding enough to do more than make small mods for games, or organize teams of people to work on mods. Discussing the intricacies of game balance, design, numbers, and what's fun? Yes. Hashing o
I have a rather average laptop with a cruddy Intel integrated video card, 512, and a 1.7 or so Centrino, and it runs GC2 wonderfully. I was quite happy to discover that it runs well, works with the widescreen on the monitor, and can even alt-tab if I don't mind a bit of chunking. Of course, I discovered this at about midnight in bed when I idly copied it over from my desktop machine to test it, and some five hours later finally went to bed..
No issues. I've seen a few quirks, but nothing really major. Besides, I've seen Stardocks support for GC1 in the past, I'm confident any issues that do exist will be ironed out (and then some) in the future.
What was added?
The "Next" and "Previous" planet buttons on the planet detail button should probably be down where the "Summary" and "Details" buttons are currently - I use next and previous far more frequently, along with the done button, but the Summary and Details buttons, which are used much less frequently, are in an easier to use location. It'd also be nice if the arrow keys and the mousewheel changed planets. On the Research screen, MUCH more informa