Astax

Astax

Joined Member # 645737
71 Posts 2,119 Replies 22,596 Reputation

I must agree you are opening a can of worms by comparing the two games. Sure I would be more than excited to see GalCiv 2 resemble Moo2 with uber 3d engine. But that's not going to happen. Surely you are insualting Frogboy who is trying to crweate something unique, so he isn't simply touted as a copy expert. Altough #7 might get some play. The dreadfully slow engines at the start are a pain. Making a second type of engine that is much faster but confined tot he same sector might be

18 Replies 11,422 Views

It's probably not implemented. And yes PQ Improvements usually only work on high PQ planets that have the appropriate tile that can be converted into usable land.

3 Replies 3,211 Views

I thought that Xeno meant it was usable on alien worlds (Ie conquered ones :/ ) I know that banking improvements do exist, I had an option to build em during my games, but I dont know if that is exactly where you get it from. Plus it is possible you need more than one tech for a prerequisate(sp). Anywho I could sware bankign would be in the yellow tech area, like it was in galciv1.

6 Replies 4,138 Views

If you making it optional, then you can probably make a mod for it. This game is supposed to be very mod-friendly.

19 Replies 10,882 Views

IN ADDITION make it so once you research an update, you can auto queue your planets to begin updatign all old buildings to the newer version either imeddiately, at end of current item, or at end of the queue. It's the biggest pain in the rump to have to manually set upgrades It's like micromanagement gone terribly wrong.

2 Replies 3,289 Views

I think that planetary bombardment, as mentioned above, will be handled by planetary invasion. Creating new types of moduals for bombardment... I dont see it happening. Also as far as large scale planet destruction, that will be handled by terror stars I believe. Also having ability to bomb out the population would be disasterous to game pace. Right now if you want to get rid of your opponents planet you usually end up sending lot of your own people to die invain :/ If you could simp

24 Replies 20,091 Views

Nah this game is meant for one player, so you are always competing agianst the AI, and he always will out colonize you. So there's no point. But in the future when I think approval will pay a bigger role, you will find yourself having problems with new colonies. Now approval doesnt seem to work well, probably on pourpose because all the cultural buildigns arent in yet.

3 Replies 5,411 Views

I lost them quite often due to bugs, but thats beside the point. Im not sure there is a move to remove them. Thou for small colonies I sometimes dont build one when Im making let's say pure research colony. Hey man 1 land slot is 1 land slot :/

4 Replies 5,231 Views

Influence used to work for galciv one like this: Basically your influence meant how much sway your culture has over the population (Yours or your enemies) having high influence may make it possible for the colonies belonging to your enemy to switch sides and join your civilization. Industry refers to production, I believe it is just a calculation of your manufacturing power as it can be displayed on the minimap. Higher industry means the planet can produce more stuff.

2 Replies 4,686 Views

SO far not really, I noticed higher lvl missles doing 2 damage instead of 1, but Im still a novice to the tech tree. The thing that pisses me off the most is the fact the computer "defender" ship is a small hull with 6/1 beams. What the fuck? I cant get 6/1 on a medium hull with higher tech lvl...

7 Replies 8,018 Views

Like I said, sounds awsome, it just wont happen. I get the feelign the general design of the game is to not make it overtly micomanagement dependant. Thou having certain types of land preffered by different races would be great, to take full advantage of this they would have to implement race migrations and distinguish between which population is which race, which I dont see implemented atm so I dont think it will be.

19 Replies 10,882 Views

I find that a flaw too when you get a small ship and you have to choose between defense or guns

7 Replies 6,714 Views

My treasury had something like -12137467326462 credits :/ Ofcourse the problem wasnt me spending too much cash, I had simply too much Problem is obviously with data type used to store tresury value. I mean I guess since its beta I can run tax at 100% with no problems the whole friggin game which gives me so much money I cant spend it all.

0 Replies 4,390 Views

Well in Galciv you find various random events when colonizing a planet. Also as far as the different types of planets. That be awsome but I doubt it will be implemented. The "number" system is a legacy of galciv one. Thou you can translate it to the Moo/Moo2 planet designations if you make their planet types linear. A High 20+ would be like a Gaia planet where as a 3 can be a barren. I just dont think that they are keen on a change, especially when their entire system of population an

19 Replies 10,882 Views

I would say lower the price. But we still dont know how the game will be in the end. Thus far everythign in the game is god awfully slow. Even with decent engines putting 3 of em in removes a lot of firepower from your ship :/ I would think eventually they might tweak that a bit :/

5 Replies 6,273 Views

I had this happen lot of times and posted about it here and there myself. It basically causes the game play to hang since you cant execute. Altough I think it happens while the AI is moving his ships. Correct me if Im wrong but doesnt the turn button dissappear while ai is moving his ships? If so if AI ran into endless loop while executing his turn, the turn button wouldnt return

6 Replies 6,053 Views

This can be a pain in the butt when you have 15 basic labs queued and you researched the more advanced verison. Then you have to click on the map then click the little x to remove it from queu, or click in the queue and then click x. I'd love to just click and hit some button maybe "x" so that it gets removed Unless there is a key already Im not aware of.

1 Replies 5,564 Views

I'd love to be able to watch my fleet from an angle so that the lower halves are more visible. I like putting verticle fins pointing down and I find myself unable to inspect the ships as well as I would like Is it possible to have it put in so we can watch stuff from lower angles?

0 Replies 3,873 Views