If not too late, would it be possible to implement in Gal Civ 2?

Hi folks!

I have not yet had a chance to demo/beta test Gal Civ 2, so if any of these features are present, forgive me. If not, I was wondering on the possibility of incorporating them into the game. It seems from a programmer's perspective it would be simple, but as I am not developing the game, I probably shouldn't comment. Also, I realized these after playing Gal Civ 1 after a while.... (btw, to the developers: the following is not a rip on any of you... just a stressing of what I desire to see in the new GC game, so please take no offense) Here goes:

1.) Please make a modification to the player's race selection screen: When devising the amount of points spendable on customizing the player's race, please allow for being a master in 2 traits/skills and so-so to semi-above-average in 1-3 more. This is because it seems that too often the choices are way too painful for a casual gamer (i.e. to have any kind of appreciable bonus in 1 trait I hurt myself in everything else, or disadvantage myself heavily in several traits and hurt myself in everything else). Please set it up so I can perform well in more than one area, and have reasonable bonuses in 1-3, maybe 4 others (especially since the list of possible traits is so long)
A possible way to implement this is to have this determine the score recieved for posting in the Metaverse Another way would be to divide the list of traits into two groups: the few "major" traits that affect the strategy pursued to achieve victory, and the "minor" traits that give that race a unique "flavor", with independant point pools for both. If balancing is an issue, than perhaps have a box marked that the player can check or uncheck , depending on whether he or she cares about this restriction.

2.) On the AI race selection screen, please please PLEASE PLEASE PLEASE seperate the intelligence from the starting resources, and the starting resources from each other. The reason for this is that in Gal Civ 1, the intelligence represented the scripts the AI used as well as what formulas were used to calculate their tax income, trade income, cultural influence, etc. I feel that allowing the AI to execute more and more scripts will allow the player to become immersed in the gaming world, but it is peeving the crap out of me that this has to come with all the "extra goodies" for the AI. I have said it before in another thread and will say it here: NOTHING RUINS A GAME for me MORE THAN THE AI CHEATING, AND THAT INCLUDES STARTING WITH MORE MONEY, RESOURCES, TECHS, KNOW LOCATIONS OF GOOD PLANETS, ETC. (caps added not out of anger but for emphasis). If these need to be in (even as part of the backstory), than I would like to have them completely customizable without having to design a whole module or whatever. I truly believe the mark of a quality AI opponent is one who can be challenging and running all kinds of intelligent scripts without having to resort to (combine with) having more resources, starting techs, starting planets, etc. than the human player. Myself personally, I may not care as much about balance (if that is going to be the issue) as much as allowing myself to play in a world that is immersive and seemingly fair. In order to accomodate those who were fine with how Gal Civ 1 was designed, please make this a toggleable option.
A possibility of how this would be implemented would be to have a slider for each of the starting resources (planets, techs, ships (perhaps broken down by types of ships), etc.), with the player getting X percent more than the computer on the left, and the computer getting Y percent more on the right, and have this setup for each of the races included in the game (the percentages would be relative). From all of this, the difficulty rating could be calculated in a manner similar to how it is calculated in Gal Civ 1.

3.) This is sort of an extension to both of the above: Add to the list of toggleable victory conditions the following: victory by military conquest (and if more stringent restrictions are necessary, defeat if all AI players are conquered by military means). This is to allow for the possibility to have a galaxy where we (including the AI) must use a non-violent method to win. Again, this allows for a somewhat of a sand-box mode to just simply have fun without pressure of "winning".


Well, that is all. Thoughts anyone? (Note To The Developers: again, this is not intended as a rip on you folks, as you did make an awesome game that will remain on my machine, but as way to provide feedback on certain features and on what I hope will be included in the new GC2. Thanks for the awesome games! )

Mike
3,941 views 4 replies
Reply #1 Top
An addendum to the above: It only seems to me like most of the above happens, but in the event I am wrong, I do sincerely appologize for any incorrect statements and would welcome anyone clarifying any errors in my thinking.

Thanks again guys!

Mike
Reply #2 Top
I'ts probably too late to change much given that GC2 is now about 3 months before shipping.

#1: being Master in 2 skills and above average in 1-3 more would require you to be at rock-bottom in any other category, or otherwise the averages would shift based on the capabilities of the other players... My feeling is that we heave enough options, but one thing I miss are opportunities to set some capabilities BELOW average (like slow research by 10%, giving a bonus of +1 point that can be spent on other characteristics.
Currently CG2 (and GC1) offer only positive modifiers... MoO 2 also had negative "bonuses" (uncreative, -4 points). Having this would allow Mike's race to be master in more than 1 category. At a cost....

#2: I think I've heard Brad say in very old posts that the GC1 AI does NOT cheat, and I would assume that to be true for GC2 as well

#3: There's no need to disable military victory... You can always choose not to invade that final enemy planet, and as long as you have deactivated the cultural victory It would not flip... Or would it ???? Do we need an ability to REJECT the flipping of a plenet to us, which would make them join the "Independent League" instead? Or would that get the planet into a loop of flipping every turn, based on the new logic of cultural flips once the indicator rises above 4.00 ?
Or isolate the enemy in a corner of the map, and refuse to attack them, just defend, and occasionally kill the ships they build to stop them from gathering too much force... There are many ways to avoid military victory.

Or disable the alliance victory, and join an alliance with the last survivor(s). Would that get you your sandbox mode ?

Or maybe you could continue with the game after having won (without affecting the Metaverse scores). Sandbox again...
Reply #3 Top
Hi!
...PLEASE seperate the intelligence from the starting resources, and the starting resources from each other

I beg for the same. The solution could be made with two sliders: one for intelligence and one for economy bonus. So if one would like a challenging game, but not be overrun early just because AI gets too big startup economy, he could set those sliders to full intelligence (all routines enabled), but only 90% economy / starting points to spent.
BR, Iztok
Reply #4 Top

1. We can definatly tweak the settings on the "ability bonuses" you can pick for a custom race, but redoing the system probably won't be doable with the project time remaining   Please feel free to point out some of the abilities you'd like to see cheapened/altered/pumped up, and we can review it and see if they would work better 

2. Unfourtunatly the AI is never getting free items...it's always just getting better at playing the game   The only free thing it gets is "Stellar Cartography" (aka knowning where all the good planets are), which will be easy to get as a human player in the tech tree.

3. Hmm...I wonder what would happen if we did turn off military victory.  You would probably automatically win a cultural victory anyways since you'd own the entire galaxy. Or would you win an alliance victory since youre alliend with all the remaining races (aka yourself).

I would suggest an overall "Sandbox Mode" checkbox that just auto-disables ALL victories so you can play till your hearts content...though I could see it getting awful boring after a while with no races to talk to

Definatly keep the suggestions coming.  Unfortunatly is it's not a VERY easy fix, or completely necessary at this time, it'll be tight getting new features in, but that dosen't meen they wont get into an expansion pack