Pluto was discovered in 1930, and at the time, it was one of the biggest rock discovered past-neptune, so they though it was a planet. However, the discovery of pluto was an amazing crack of luck. Since there are, hypotheticly (I think) about 20 other rocks of approximate size in the Oort cloud sorrounding the solar system. They called Pluto a planet because there was no official scientific definition of a planet. They simply called "planet" whatever was really big and orbitin
Cikomyr
Yhea. But as you said, there was ONE planet. I am thinking more in terms of many, many different occurances, randomly choosed when you generate a game. Each game would have it's own.. ehh.. "landscape" A gigantic space monster that eat planets at random, but poop class 15 planets.. I don't know, but there could be 1000 different ways of playing with special occurances
They should remove Eye of the Universe. It's plainly unbalancing. We human player always rush for this tech, and rush to build this wonder. AI doesn't. We players really know how to use 15-range sensor, AI don't.
why just at the end of the game? why not in the middle of the final showdown? sides have the option to either stop fighting and saving their asses, or.. try to make the best of the opportunity..
It would be nice if there was story generator for every sandbox games. Let me explain: Imagine a TBS game based in a fantasy setting. All "players" are the human race. They can only build cities in open lands.. etc.. They all have their characteristic and specialty. But, spread all around the map, there are non-human races, randomly set. In some forest, there is an elf city. Dwarves in mountain, wastelands crawl with orcs, etc.. "Elves" are just mightily powerful, but they keep
1- I never sell my most recent tech to minor, they could sell it to superpowers! I only sell my most outdated techs 2- Not for long. 3- Minor AI don't manage given ships very well. It would be more efficient for you to simply enter war with the opposing AI.
Never played the campaign, really. I think I regret it now. If I played it before playing the sandbox game, I guess I would not have noticed the limitations...
I wonder, the random distribution taken from 1 to X (X being the actual number of your weaponry) is evenly distributed along 1 to X, or do you use a normal-based distribution, or something more.. interesting for someone who knows a little about probability mathematics?
May I redirect you directly to this post? https://forums.galciv2.com/?forumid=162&aid=125080#968555
As is, I think galCiv2's whole concept of intelligence is flawed. there isn't any counter-intel possible, how can you know the military rating of a specie you just encountered, or the sum of it's population if you never been near their world? how can you send agents on their worlds if you just encountered their Flagship in remote space? So, intelligence won't give you anti-cloak capabilities. the anti-cloak should be sensor technology, and if you want to be immune to cloak tactic, just
haven't played MoO2, can you elaborate?
which is a bad formulae, in my humble opinion. In my actual game, I use large ship with heavy (HEAVY) armor, and big weaponry. when I fight the ennemy, the greatest threath to my ships are other capital ships, 'cause the AI cranked it with weaponry. But my ship keep shooting at fighters who aren't much of a treath to me. They waste their 60 attack on a 8-hp ship! It would be more efficient if my ships shooted at the ennemy capital ships first
(if you want to keep them around) planet that you can trade with and sell technology to if you run low on money that's about the description of any minor races. they don't have any flavor or purpose other than that
(for those who wonder, I am the Yor!)
Netro Mancer opens his eyes... head hurt so much. It always had, in the recent weeks. The Galaxy was a rough place to be, and his task as leader of the Altarian Republic would be even harder in the futur years... At first, it has been the Drengin/Torian wars, right on our doorstep. Luckily for Netro, this war didn'T got out of proportion, and it reached a stalemate. Until the Altarian missionaries managed to make the impossible: they converted the wreched Drengin to the cause of Good.<b
Well, I would like it if sometimes, a drealord ship spawns somewhere.. With a distinct mission (destroy Starbase X, etc..) then get out. You have the decision to make: either let him do his thing, and hope he will stop there, or try to stop it... (much like the Borg in Star Trek. They are just super-players that spawns and don'T really care for you, "lesser races".) After some time, however, they could decide you are "fit" for invasion. and at years XXXX 10 Dread transports spa
false. Advanced give you info on specified ships and planets, no their position and localisation!
They don't know what end is the rear!
Neither did I. I really crave the idea to wipe the remains of the Iconians (such good world put to waste...) in 1 turn. If my transports can move 50 parsec/week, I can cross their whole empire within 1 week. And I would send my "rank-and-file" battle ships to do the job, lol. No heavy weaponry... But do I give them at least 1 week to surrender? Or for the remaining civs (who are all Good or Neutral) to declare war on me, Powerhouse #3, but the sole evil player of the galaxy?
but starbases aren'T built like ships. You have to bring in constructors, and there isn't a good translation between the value of a constructor in "Military Build Point". I mean, what will happen if you carry in only half the required constructor for the only strabase you designed? is the Starbase at 50% power?
I have never, ever seen a SINGLE pirate in all my games.. you lucky devil..
Don't those two kind of contradict each other? I don't really like the whole flying constructors out to starbases thing to begin with, but honestly I can't think of a better way of doing it (just paying money for upgrades would be way too easy later on in the game, etc). No contradiciton. I just would like to see that end-line starbase modules t
Play a lot more games, try to survive longer each one. Eventually, you'll find out intelligence hole in the AI, and exploit them. Don't forget, they're just computer. They can micro-manage very well, they can run things at peak efficiency, but they aren't intelligent. If you do something that isn't included in the original programming, you'll zap them in no time. Off course, the then-cha
HEY! (You see a lightbulb flashing over Cikomyr's head) Overseers military starbases would be a great way to impliment OCCUPATION of worlds, rather than a pure genocidal wipe-out. You build military starbase adjecent to the target world, add the "Garrison" module, and then send-in transports. And the simple way to "free" worlds would be to take-out the military starbases.. if such starbases were more powerful than the actual ones, we would have a nice game engine...
- I play the game in english because the english version was the first coming out. I talk relatively well this language, so I have no problem playing this game. - Not all the world speak english. And even if english is the business-language, let me tell you, sir, that the rest of the world is not going to let itself by conquered culturally by the anglo-saxon without doing anything to defend our distinct way of being. Just because a game is developped in english doesn't mean it's no wort