GCII TA - A Dummies Guide - Site Update

Your help still required

https://www.galciv2guide.com


HI all :)

I am putting together a new basic dummies guide to TA. As I am taking screen shots and making notes from the launch screen onwards; I started considering that it would be good to get ideas from the good people on these here forums on what they would like to see included in the dummies guide.

Therefore, is there anything you feel should be included? Is there anything you are not sure about yourself and want a suitable answer to? Your comments and suggestions on this would be gratefully received.

Oh, and yes I am aware this has been tried before but not by me, and I do have some experience on website building as a fair number of you may know :LOL:

Therefore, your thoughts please!




To keep up to date with the updates on the site before anyone else on the forums receives them please register your email with me on the site.

Should you have a comment onthe site or a question whilst there you are more than welcome to use the shoutbox provided on the primary page to do so.

I look forward to seeing you there :D

New site URL for the guide site is https://www.galciv2guide.com




DUE TO MANY UPDATES HAPPENING DAILY YOU MAY NEED TO PRESS F5 ON YOUR KEYBOARD TO SEE THE LATEST VERSION OF THE SITE




23,487 views 37 replies
Reply #1 Top
Good idea, and if you need a fully qualified idiot, well, here I am!

I think, to use the term loosely, there are a lot of questions that always come up about the number-crunching side of the game (hence, not just a 'do this it works' but an explaination of why it works) in particular...
(1) tax/approval/pop-growth and rush-buy economics especially in the early game, and...

(2) fleet combat and impacts on ship design and research priorities (including but not limited to an update and elaboration on the weapons wiki graphs for TA), and...

(3) economic and shipbuilding/research effects of building upgrades including the effect of bonus tiles, and...

(4) probably something about the diplomatic aspects (again, not just a 'do this' but analytically why), how to keep the AI from going to war with you at a bad time, or better yet how to get them to go to war with each other and stay off your back while you build up to take them on, and...

(5) a listing in one place of all the various race- and alignment- unique techs, weapons/defenses, buildings, etc. and an analytic discussion of the strategic impacts that go with each of them, and...

(6) how, numerically, each of the game galaxy setup controls actually work and the perhaps unthought-of (by an idiot, after all) ramifications of how they will affect the consequent game, and...

(7) any real cool un-obvious and especially un-typical strategic approaches to the game like the blockade strategy I saw that turns the usual early game colony rush on its head (or anything similarly bizzarre that folks have come up with, good and bad, but with some analysis of it)...
...which would be supported by some positive and negative examples to back and illustrate the numbers. Maybe even, a lot of work, a literally turn-by-turn play thru of a (very small short) game with a write up of why various decisions were made.
Of course for those _really_ lost something about how to get the game downloaded the first time from Stardock central, how to get the updating from SDC to work with Vista, how to set up to use the launcher instead of going straight to the game screen...
...how to get the stupid(!) ;p  edit controls in the forum for SDC to work. rant Stardock for all their ingenuity really does seem to have a corporate policy about weird use of the keyboard enter and delete keys - which just seem to not work 'intuitively' in any of their products that I have seen to date preferring instead weird twelve-finger-plus-your-nose keypunch combos, plus the lack of a 'back' key in the SDC forum viewer. /rant Sorry... I feel much better now.
Modding is not really something "for idiots" but I think everyone(?) who _really_ gets bit by this particular game bug eventually wants to know about the file structure and how to do mods - configuring new races, new maps, new planets, new ships with new graphics etc.
A really cool idea, entirely down another idiot guide path, would be a collection (and elaboration) of the various scattered background stories on the races (something I actually like about GalCiv, they are somewhat interesting - I'd even consider reading fan fiction) and even on the various techs, for instance there is a lot of stuff in the tech tree files in TA and such that goes beyond what is in the Wiki stuff. Some of the minors are clearly related or derived from some of the majors, and generally lack descriptive stuff in the docs. In fact, even a graphical depiction of the various race tech trees in the TA beta where you could see them outside the game would be nice.

Reply #2 Top
Along with, or as part of, the idea for the background stories on the races...

I'd love to see a good analysis on the "expected" behavior and playstyles, built-in racial pros & cons, etc.
Reply #3 Top
What i am looking for is someone to do a walkthrough for the game (TA) using the out-of-the-box settings. In it i would need a turn by turn write up of what you did and why and screenshots to back up the write up.

If anyone is interested please email me Drengin

Full credit will be given on the final site for your work!
Reply #4 Top
Great ideas, ones that, in terms of the technical knowledge of game mechanics they are based on, I cannot hope to match.

However, one thing that might be a useful addition would be general aesthetic guidelines for the ship design screen. What components look good with what, what hulls would benefit from a few extra engine parts, which hulls can't be turned into what shape, etc. I've found that a few design styles (most notably the Yor style) are rather tricky to get cool-looking designs out of.
Reply #5 Top
I think this would be very useful. The old guide was a great help for me when I started playing this very complicated game. Though I appreciate the complexity, I do think that it turns a lot of people off, people who would otherwise enjoy the game if they stuck with it a bit longer. A new guide should go a long way toward alleviating that issue IMHO.
Reply #6 Top
Hi!
GCII TA Idiots Guide
End of quote

Errr, my dictionary keeps telling me no idiot should be able to play the GC game. So I suggest you to change the name to "GC-2 TA for dummies". Less offensive and quite well known phrase.

BR, Iztok

Reply #7 Top
A good idea :D
Reply #8 Top
Sorry double post
Reply #9 Top
As for the complexity of the site, i guess to start with i am looking to cover the game in the basic format. The majority of players looking for help after they realize they have no idea what they are doing are going to be looking for basic assistance, not in depth game mechanics. That would come later once they understood the basics of the game.
However please keep the ideas coming. I hope to have the initial page up and running by the weekend. The Page will contain a shout box for visitors to leave comments and suggestions as well as a sign-up form for email updates. The URL for the site will be posted in the original post as soon as i have purchased it :D
Reply #10 Top
So I suggest you to change the name to "GC-2 TA for dummies". Less offensive and quite well known phrase.
End of quote


Consider it done :) A very good point and not very well thought out on my part. Hopefully the name did not cause any offense to anyone. :(
Reply #11 Top
Site now purchased and just awaiting propogation and dedicated URL set up. Hopefully i should be able to get somethign up by the weekend if all goes well.
Reply #12 Top
What i am looking for is someone to do a walkthrough for the game (TA) using the out-of-the-box settings. In it i would need a turn by turn write up of what you did and why and screenshots to back up the write up.

If anyone is interested please email me Drengin

Full credit will be given on the final site for your work!
End of quote


I agree with this... tremendously.

One of my biggest problems in the early game is I seem to have a great deal of what I call empty turns. Usually, I autoscout for anomalies, start up some buildings on my home planet, start researching... then it seems like all I do for a while it hit the End Turn button. I'm sure I'm either doing something wrong, or missing something altogether, but I seem inundated with a whole lot of empty turns. eventually, I get frustrated, stop the game and play something else. I soooo want to enjoy this game, but I never seem to get started right.

There's all kinds of strategies and hints/tips on getting started, but I'm the kind of person who learns by example. I realize a turn by turn analysis is difficult to do in a game with so many varied options and settings, but I still hope for the day somebody creates a turn by turn writeup of a game, so I can study and follow along with it...

Reply #13 Top
SITE NOW OPEN
Reply #14 Top
First porst for me ever-))
Tried to see if anyone ask my question, but couldt find it??
One thing i would really get my grip around is "how do you guys keep up morale when your Civ is getting large ( 40 planets ++ )
If there is a obvious answer to this or if someone allready postet this im really sorry about this exstra posting...
Reply #15 Top
Welcome Helix :)

Make sure you research any morale increasing techs and have at least one morale building on each planet (works for me anyhow). Also dont forget that a high tax rate does decrease your morale.
Reply #16 Top
After some thinking about this, I'm somewhat interested. I'm wondering, how are things going to work? I'm somewhat confused by the site's current setup.

Among the items at the top, I see launch and install. Are you trying to write a program, or are you still making the site?
Reply #17 Top
I'm definitely going to need help with new tech trees. Hehe, it took me a long time to learn just one. Any information posted about that is going to be a big help for me.

Reply #18 Top
Good idea, but I'm getting 404 errors on the links from that page.

As an idea, you should try to have at least rudimentary pages for all the menu links before setting them active on the index page. 404 always leaves a bad impression. ;)

Also, change the site title to something different than 'welcome'. This is the title that is used automatically for bookmarks, the name of the tab when using tabbed browsing, etc. 'GalCiv2 Guide' as title should work nicely.
Reply #19 Top
LOL page 2 is now loaded. I forgot i had the tags set. Sorry guys
Reply #20 Top
pndrev - rectified. Thanks :)
Reply #21 Top
More updated today. :CONGRAT:
Reply #22 Top
This is a really great idea Dregin! I remember back when I started playing the demo for DL just after it had come out and I heard about this game down here in Australia, and being completely confused about how bad the ships were and why my enemies were always building better ships then me.. Then I read the basic strategy guide on the site and found out about the shipbuilder, and that saved my life. Went on and bought the game and its been my favorite game every since, thanks to that guide.
Reply #23 Top
I'm definitely going to need help with new tech trees. Hehe, it took me
a long time to learn just one. Any information posted about that is
going to be a big help for me.
End of quote


I may be kicking my mouth up a bit early... but, here goes anyway.

Besides having to develop the whole X-Worlds mod and its multiple assets, i have just started a new "side-project/VB-coding" which would eventually tally all the tech-trees of TA straight into the current interface and use similar features offered by the program itself...

*****

*****

Mind, you - this is actually a VERY early snapshot of a first layout (entirely based on the some 145-Spots/255-Techs found in DA, including Blue-Tech-Victory at bottom/left and Red-BlackHoleEruptor at top/right!) made a few weeks back. Each of these colored boxes will be linked to a few specific data-sets and provide extensive analysis through a number of shortcuts (like buildings, costs, effects, etc) which aren't yet ON the picture above but are reserved for a left-side group of icons tabbed on a navigation panel.
Numerous other "boxes" are distributed around to give cue(s) on many gameplay items.

More to come... if & when i DO make some progress.
;)

- Zyxpsilon.
Reply #24 Top
I just visited the new site; very nice. Attractive, and easy to navigate. Good start! :CONGRAT:

In the "How to update GCII" tab, the second screenshot should show the GC2 entry after it has been expanded. May I suggest waiting, though, until the next update is posted, so that the "Available" column is populated, and the "Update" buttons are shown.

What does "Show pre-release versions" mean? What about 'auto-archive'?

Also, it might be prudent to teach how to refresh the .xml data. It doesn't come up often, but when it does, it can be a source of frustration for new players looking for a seemingly non-existent update.

I see good things for your site; I can tell that it is a true labor of love.

Good luck. Mistralok













Reply #25 Top
I'm definitely going to need help with new tech trees. Hehe, it took me
a long time to learn just one. Any information posted about that is
going to be a big help for me.


I may be kicking my mouth up a bit early... but, here goes anyway.

Besides having to develop the whole X-Worlds mod and its multiple assets, i have just started a new "side-project/VB-coding" which would eventually tally all the tech-trees of TA straight into the current interface and use similar features offered by the program itself...

*****

*****

Mind, you - this is actually a VERY early snapshot of a first layout (entirely based on the some 145-Spots/255-Techs found in DA, including Blue-Tech-Victory at bottom/left and Red-BlackHoleEruptor at top/right!) made a few weeks back. Each of these colored boxes will be linked to a few specific data-sets and provide extensive analysis through a number of shortcuts (like buildings, costs, effects, etc) which aren't yet ON the picture above but are reserved for a left-side group of icons tabbed on a navigation panel.
Numerous other "boxes" are distributed around to give cue(s) on many gameplay items.

More to come... if & when i DO make some progress.


- Zyxpsilon.
End of quote


Zyxpsilon your in for it now :D better deliver LOL :D

Nasty :)