Economy has long been my most hated "feature" in the series. I had previously posted many times to get Frogboy to change his system. And guess what? He is stuck on it. Not yielding at all. Biggest problem with the system is that its hard to understand and difficult to work with, and very very easy to exploit like hell, which I do all the time. This I don't like, I don't like exploiting it, but it has become the only way to play. When on turn 5 my homeworld makes a speed 5 (YES SPEED 5
Astax
I must say I agree with Frogboy. The game is solid. It runs just fine even with the bugs. Thou I do get Crash to Desktop or one event I experienced yesterday was such that I had to manually shut down the game, but out of about 30 horus of gameplay I only had 3 issues that ended the game unexpectibly. Which is pretty frikin good for somethign this massive. I can't excuse the bugs, I do think the game coudl ahve used another beta phase to hammer it out, but I would still be p
I must say I agree with Frogboy. The game is solid. It runs just fine even with the bugs. Thou I do get Crash to Desktop or one event I experienced yesterday was such that I had to manually shut down the game, but out of about 30 horus of gameplay I only had 3 issues that ended the game unexpectibly. Which is pretty frikin good for somethign this massive. I can't excuse the bugs, I do think the game coudl ahve used another beta phase to hammer it out, but I would still be p
When GalCiv1 was commign out it was same time that moo3 was comming out. I didn't know which to buy, and being poor at that time I wasn't about to buy both. So I decided to d/l both, play them, and buy the better one. I bought GalCiv of course.... followed by rapid deleation of moo3 and buring of the disk. I wanted to make sure it wouldn't fall into hands of my younger brother and taint him forever.
Moo2 Multi-player was all about tactical combat. Because ti was roughyl unbalanced it was twinked severely by people with too much time on their hands. Single player core enthesis was on empire growth. Because one coudl avoid war for a long time, empire growth and tech research would in the long run make the tactical combat meaningless ebcause of total size and tech advantage of one side. With all these drawbacks it was still an awsome game. And I would buy any remake of i
NJ also, Oh oh...
IMHO IIRC this thread brigns back memories LOL Most crappy TBS MP XP id due to crappy game design. People, by their nature, will not play a losing position for a long time if they can see the outcome. Secondly, if it's clear to the winner they will win, why would they care if they finish the game agaisnt a player or an AI? I've always advocated quiting/resigning/surrendering. Saves both people some time. Most TBS games are 3 phase: Build-up, Climax, Mop-up All TB
For the most part planets nor relevant to game-play shouldnt be shown. I mean it is nice Eye candy but you cant od anything with them! If you could build stuff on em like bases ect that be ok. But in this game they are useless! Im sure mods will pop up for planet values eventually. In (Omg dont start the flames) Moo2 you had uninhabitable planets BECAUSE they could be made habitable. I mean if I see a system with 5 pq0 planets or one with 0 planets period makes no difference to me... So yeah use
I would say the big ships in the fleet shoudl ahev all defense, no weapons, which should make em really tough to destroy. And the little ships would be mostly weapons. That could make for an interesting experiment.
PLZ no pirates, they are just devistating. I had 2 pirate ships appear fairly early in a game inside a 9 sector galaxy. Mind you most of the other civs had one planet. These ships ahd a massive near 400 HP EACH! They totally wrecked every frikin trade route, and sent 5 civs asking me for help every turn almost! After turn 2 I could only offer to attack the pirates even thou I had no ships
I wouldnt suggest putting workers on automate till end of the game :/ They build too many farms at the start. Regardless the problem is that micromanagement will always be superior. Most people who say they hate micro-management do not infact hate micromanagement, they micro manage jsut fine at the begining of a given game but as the game draws on they reach their threash-hold, upon which they switch to macro management because micro doesnt seem worth it anymore. Problem is each pers
+ fixed over 1000 memory leaks. Classic~~
I thought the same thing.Should crossing borders mean war ala CIV4. /agreed BTW cant stop playing Civ4
I've come to conclusion that if there was multiplayer for this game I wouldnt play it anyway. This game would not be good enough to use multiplayer for. I'll check civ4 multiplayer, because it got some good reviews instead.
[Quote]Colony ships have a very high storage capacity which would nessecitate the size of a ship several times larger than many "small moons." When I said big ships I meant the military ships. Naturally the colony ships would be bigger, but as the game explains its more than one ship as is the transport ship.
The only reason fighter played big part in WW2 was because they can attack over the horizon, and the big guns on battleships couldnt aim over the horizon. So it was really an issue of range. Now in space since you have no round battle field, its all pretty much open, a straight shot would reach probably the range of a fighter but faster (especially lasers) and it could be aimed accurately. However a missle would be most used weapon because it would have range, if not the speed, and it would be m
Dude most of the big ships are bigger than small moons duh. Why you think you only end up with like 4-5 ships per planet you own?
I think he stated player sets his/her own angle
Hey AlexD What troll feed brings you to this neck of the woods?
a slider bar of what % of your industrial resources to allocate towards the refit for the love of god, not another slider
I recall ST BotF space battles as pretty cool thou crappy graphics, but that was the sign of the times. I have some StarTrek game at home I played a bit thats less like a strategy game, more adventure, but it has good ship to ship combat. Its more or less realistic when it comes to most aspects of what sci-fi fans understand as space warfare. You got shields and boardign and tractor beams. Using all kinds of weapons and tryign to outmanuver the opponent, altough on a 2D field (Ships are fully re
Astax, let's make sure you understand the issue because it doesn't look like you do. In GalCiv II you DESIGN your own ships. It's not like Civ where your musketeers become riflemen. You can't simply have an instant upgrade path because it would be incredibly easy to exploit. Players could make a very wimpy, cheap ship and then "upgrade" it to a mega powerful s
Let me simplify my question: Budget, flexible? Yes/No I assume you mean No. Some people simply want Master of Orion remade and don't like a given feature simply because it's different I hope you don't mean me! I have stated many a times I like some different features. In GalCiv2 I especially like the game map with planets and stars on the same layer but not interfering with eachother. I like the way you can design the look of the ship. And the graphic interface is jus
I dont think we'll see Call to Power 3 Yes RTS can burn out an older gamer. When I was a youngster oh some 6 years ago I could play RTS with the best of them. My mind just worked much much faster. Beating players 1 vs 2 was easy, and an occasional 1 vs 3 was fun too, thou the best I could hope for was a tie and I'd wait them out.
Giving it to everyone is a cheap fix IMO. A totally cheap fix at that, it's kind of remenescant of all the old cheatign AIs where the computer knows everythign and the human has to figure some thigns out. Of course this time the human would know it as well, so tehre would totally be no point in exploration, start of the game would just be pure rush to build more colony ships. Another poitn I would like to know is why the colony ship is so frikin slow? Will the AI make faster colony sh