accidjazz

accidjazz

Joined Member # 2380056
3 Posts 16 Replies 875 Reputation

So that you're telling everywhere "omg new features we don't HAVE to put in, but we DO it because we are so nice" isn't kind of marketing and therefore a "business justification"? Ohh come on! Yes, I haven't met anyone in the industry who treats his customers better than you (grrr), but you DO use it as a "weapon" and you know it! I just love it how you, Mr. Wardell, always plays in interviews/news posts/journals/articles the naive innocent buddy who "just does his own thing"

36 Replies 46,760 Views

30$? Too expensive for an expansion in my opionion. I live outside of the US and I don't have a credit card, so buying this isn't an option anyway (Moreover I hate digital distribution). But despite that nice feature list.

123 Replies 128,913 Views

Please fix the music volume bug. https://forums.galciv2.com/?ForumID=274&AID=114975&cmd=myposts

92 Replies 116,042 Views

It's a bit annoying to readjust it everytime after loading a save game. Though the volume slider saves correctly, the true volume level is set to default. Does everybody play with default volume settings so that so few people notice this obvious bug? Master of Orion III had a similiar bug (and it was never fixed), here is hope that it will be fixed in GalCiv II eventually

10 Replies 6,385 Views

In Moo2, you could do a right click on any item, and it would display every number that factors in the calculation of the final number. Still they had flavor names like "fantastic traders" instead of "100% more tax income and improved revenues from trading". If you weren't interested in those numbers, you didn't HAVE to right-click (and apparently some people didn't even discover this feature...) but for those who were (and sooner or later you became interested because of getting better and bet

71 Replies 85,879 Views

And I still think dependence of research and manufacturing spending doesn't make sense. I'm in what "group" then? #4?

44 Replies 84,646 Views

No word on splitting manufacturing and research spending so they are independent of each other?

223 Replies 115,439 Views

Draginol: This is a weakness in the current system. Because as a practical matter, you can't utilitize 100% of your research and industrial base. One of the suggestions that we are looking seroiusly at is at some point, [b]maybe in an expansion pack (certainly in a sequel)[/b] would be to have manufacturing and research be decoupled. </TABLE

130 Replies 139,945 Views

Draginol: Another area I could see tweaked is the relationship between research labs and factories. Right now, spending is rationed between factories and labs. But that's not the only way it could be done. Other ways would require some UI thought though to keep it from being too complex. For example, rather th

130 Replies 139,945 Views

So let me get this right: When I build a factory, it will never operate at full capacity if I don't set the research slider to zero? In fact, I tested around a bit by starting a new game and messing with the sliders. The tests seem to confirm this assumption. In Moo3 (god forgive me) you could at least drill both sliders for each planet all the way up, if you had the money. As it is now, the more factori

16 Replies 29,740 Views

When I load or start a new game the volume of the normal game music resets to maximum level, ignoring any settings in options. I have to readjust the setting. (event music and soundeffects do seem to be fine though) edit: sorry, I did want to post in the bug forum, but it haven't worked...

3 Replies 3,723 Views

After the German release date got pushed back AGAIN I remembered that we always get screwed in things like release dates, patches, box content and so on. In short I'm a bit worried that we will have to wait longer for patches for "our" version if they get released at all... Are patches independent of the language version of the game? ps.: I need a credit card...

1 Replies 4,429 Views

Uh, wouldnt say that you couldn't build what you want in Moo3, it was sometimes difficult to achieve, yes. Now I don't have GCII (yet), but from what I understand you build the basic structure on a given tile, and the viceroy upgrades when new technologies make it possible. In Moo3 you could place all your desired DEAs in the beginning (set up as "planned") and they would be built eventually and, more importantly, stay (the AI can not remove any DEAs). So he HAD to build what you want

9 Replies 13,433 Views

I think many won't believe this, but: The planetary building system sounds much like that of Master of Orion III. (The player setting up DEAs and the (AI) viceroy builds the improvements). You could colinize a planet, set up DEAs in each regions, and you were done (theoretically). I think it was one of the better ideas in Moo3. edit: come to think of it... you, "Burianek" don't happen to be the (in)famous "Bhruic", who patched Moo3 in amazing ways? Remember someh

9 Replies 13,433 Views