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
Featauril
The rest of his suggestion still applies though.
You guys are all wrong. Didn't you see my post? Even Kyro's battle simulator gives 88% chance of victory for his ships.
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.
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.
I thought luck was just that, luck. An increased chance of getting beneficial events. What do you want more?
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
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.
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...
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.
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...
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.
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.
It's the Galciv 2 equivalent of nuking Nagasaki and Hiroshima. I'd say no.
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
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
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
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.
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
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
You forgot, most importantly, Hitchhiker's Guide of the Galaxy.
Consider perhaps that the fighters you kill in one turn won't do damage while you take care of the dreadnoughs?
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
Urk. No. This forum is not "create your own game". Having too many options will take from the original game. I'd rather they write up code to make surrenders more fun rather then flush it down the hole.
It is in Beta 1.0x