Featauril

Featauril

Joined Member # 2367160
4 Posts 135 Replies 3,800 Reputation

More than once I've been forced into a victory I couldn't avoid, and didn't want. One example is where I wanted to win one more war before I moved for a diplomatic victory. But the three civs that I wasn't friends with were all allied, and I couldn't take them all at once. So I thought of makeing it into a huge 3v3 uber war, but then I realized that would give me a diplo v

5 Replies 6,014 Views

According to my calculations, one of ships had a 63% probability of doing at least one damage to the defender per round. (attack of 5, defense of 4+3) so yes, it IS wierd that with three of them you only managed to do one hp damage. You must have had some seriously unlucky rolls.

30 Replies 10,012 Views

I bought that game too and after a week I was disapointed. The gameplay is so repetitive (attack ship, win easily, sell ship, chase 'evil baron' for the 15th time, etc..) that it's hardly any fun after a while. My favorite aspect are the ground battles when you invade a city.

7 Replies 34,579 Views

I thought luck was just that, luck. An increased chance of getting beneficial events. What do you want more?

17 Replies 8,594 Views

Isn't it wierd how everytime a concept idea is born, the common reaction is random people's opinions on what may or may not be added to the AI? Regardless, Galciv 2 is what it is. There's no major, game-changing changes to be expected after 1.1

16 Replies 20,881 Views

I think alot would be done if HP would scale up with weapons. There should be a line of HP giving techs. Late mid-game, a medium ship can have something like 30 attack and 10 defense while it has merely 18 hp. Or perhaps make the standart hull-building techs give hp bonuses when you research them.

40 Replies 18,459 Views

The manual does not say anything about how it handles the case where the attacker has two or three different weapon types, and the defender has defenses against one of these types. Why on earth would you have 3 different weapon types in a single fleet...

10 Replies 6,291 Views

You figure the reason why there's so many unhappy people on earth is because the population is 6 billions and the UN didn't get around to build an entertainment center yet.

47 Replies 24,574 Views

It is much much more noob friendly then galciv1 was, that's for sure. Hell, I can beat Galciv 2 at painful and I can't beat galciv 1 at normal. Goes to show you...

12 Replies 6,054 Views

I'm guessing the influence base amplifies the influence due to the planet in it's radius rather then amplify the influence created at the planet.

10 Replies 6,785 Views

I've never seen the AI build farms on a low class planet :S I am, however, concerned with the Korx in my present game. As I'm liberating their planets, I'm encountering one factory, one shipyard and the rest embassies.

13 Replies 15,507 Views

It's a big problem, really. The real thing that's bad for game mechanics is how you can sell a tech to everyone, collecting from each. If you make the AI too stingy, you'll get that Civ3 feeling where the AI will never offer you a fair deal. On the other hand, trading the same thing to 9 races is a bit of an exploit, since you never lose something by trading it away, you only gain what they have. Instead of making the AI make a harder bargain, why don't they thr

8 Replies 8,570 Views

Small ships can be more powerful then capital ships if and only if you make full use of military starbases. Lets assume both sides are equaly advanced in techs. Lets say producing 1 capital ship requires the same amount of production as, just a wild guess, 10 fighters. Battle begins, lets let the cap ship go first. It can only destroy one fighter

38 Replies 21,249 Views

One of the things I liked most from Galciv1 was the random events that let you choose your morality. You had to be repeatedly evil to access the really nasty techs, and repeatably good to access the sweet good techs. In Galciv 2, we gained something more : we have more tangible, real benefits from our chosen ethics. However, we also lose something Random events stop as soon as you choose a morality. This alone often makes me wait a long ti

21 Replies 25,158 Views

I have to agree with most of what the OP said. The AI is better in the beta, my fleets have gotten attacked for the first time ever, but there's still room for improvement. Personally I think "raiders" (cargos with 1 gun and loads of engines) are kind of an exploit in themselves. I'm beggining to think that engine size should have diminishing results, so that the max number of moves on a given ship would be less.

49 Replies 36,280 Views

I had it happened to me... it's actually not a bug. It's actually because the option "waste moves after auto-pilot" is off. It's waiting for you to move your ships that still have some moves. Yeah, counter-intuitive a bit, and an undocumented feature but it's there, so don't complain too loudly

4 Replies 3,178 Views

If you want to rename a planet, treat it like the ship designer : don't delete the whole name if you press any key. If you only want to change the end of the name, that's rather annoying. I like to put in parenthesis what specialisation I decided for the planet, and if that planet is a capital and so and so, but only at the end of the name. The way it works, if I want to name my planet Lemur II (res), I have to re-write it entirely instead of just addi

894 Replies 379,459 Views

Consider perhaps that the fighters you kill in one turn won't do damage while you take care of the dreadnoughs?

14 Replies 6,996 Views

Debug Message: Version v1.1 BETA-1 last updated on: Fri Mar 24 19:54:46 2006 Debug Message: Could not find a TGN Serial No. Debug Message: *********DXDiag info follows.********* System Info Time: 3/27/2006, 09:14:25 DirectX Version: DirectX 9.0c (4.09.0000.0904) Machine Name: YANNICK-98QPLXB Operating System: Windows XP Professional (5.1, Build 2600) Service Pack 2 (2600.xpsp_sp2_gdr.050301-1519) Languages: English (Regional Setting: French) System

350 Replies 159,471 Views