Citizen TarlSS - perhaps I missed the part where introducing Heroes neccesitated turning GalCiv2 into a 'twitch-based' RTS micromanagement 'action game'. If you read through the posts above you will see that most people advocating heroes want them to be a MINOR part of gameplay, NOT capable of turning a lame fleet into galactic wupp-ass, and certainly not harbingers of a bold move to real time gameplay (which you seem to imply). <TABLE cellpadding=8 width="95%" align=center bgColor=#F
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Nice idea. Should be fairly simple to implement (no real game mechanics need altering), and anything which increases immersion for the player can only be good.
Have to agree with the general sentiment here: Borders as we understand them (and as used in civ4) make less sense, at least conceptually, in the vastness of space. At the same time, it is a bit daft that another race could plop a starbase right by my capital and I can't express any warning to them except through declaring war.
Ditto with the Terrans, they always seem to have a problem with mw. Foolish humans, hurling themselves out into the void.
And yet the HERO Mad Max saved them all in the end.
In the same way there are random events, and planet colonisation events, I wonder is it possible to tie events into any other occurence? Could events be triggered by exploring anomalies? By conquering worlds? By researching technologies? I love the ethical choices that crop up, but wish there were more of them, occuring due to a greater variety of player actions.
When you're talking about hundreds of billions of people in your empire, it's rather silly to be concentrating on a handful of people who are making a giant difference; it just doesn't happen. The Michaelangelos and Da Vincis have been abstracted into the culture and research systems. The Captain Kirks of the galaxy have been abstracted into the experience system. </TR
He has made it quite clear in his journals that hes not going to saturate the gameplay with what someone elses concepts of what a good TBS game is to please MOO2 fans. I think this is a little harsh. Judge heroes on their own merits/demerits rather than whether they happen to have been in Moo2 or not (incidentally this is not the only game to
Well, I've had this problem too - not with the first 1.0X patch, but it happened with the subsequent one. I am registered, cookies functioning, etc.
Personally, I have perfected a tactic whereby I just load 'em up with mining improvements, forget that the AI tends to target them, and then sulk and mutter about 'ungentlemanly conduct' when I start a war and the enemy blows them all up.
This is a good idea - however, I would not make heroes avaliable as much as officers The only problem I would have with this is that 'heroes' encompasses a broader spectrum of society than 'officers'. Heroes could of course include officers, but also spies, diplomats, pirates, clerics, artists, merchants, etc. I for one would like to see as mu
Some way of monitoring the effects of economic starbases would be nice. So on the trade screen any routes being affected by starbases could have a little number in parentheses indicating value added, and on colony screens there could somewhere be a readout showing the numbers for economic starbases having influence. The more hard figures are presented to the player, the more they know how effective their strategies are in my opinion.
Heroes? Yes please. Whenever I've read posts from the devs on their design philosophy there are repeated references to making every game a unique story, to immersion in the narrative, and so forth. Hero characters just seem tailor made for this role - give each civilization a bit more character, and take Galciv2 even further away from the Space Empires spreadsheet approach to gaming. I've said it before and I'll say it again: Any science fiction universe is only as strong a
This is fab news - expanded espionage is pretty close to the top of my wishlist. Now if only they'd add charactters to the game as well . . .
Without wanting to get into a debate about human nature, I think there is a tendency in a lot of us to focus on the negative rather than the positive in anything where an open forum is offered which the developers by all accounts actually read. Certainly I have posted more comments on ways the game could be improved upon than on ways in which it has nailed it, although I would like to think I have always been constructive (no 'OMG no multiplayer!!!!!!' etc.). This is not because the game is poor
BTW, I am wondering if the problem doesn't lie in the important treasury you have at the start of the game. This certainly helps to make the rush strategy so appealing and easy to implement. I think my main beef isn't that rushing to colonise frantically is a viable strategy - after all we surely want as many possible ways to conquer the galax
A common problem of 4X games is that initial colony/city placement can often decide the game within the first fifty turns. This leads inevitably to a game strategy of frantically pumping out as many colony ships/settlers to grab all the best sites. This can get rather repetitive to say the least, is limiting strategically, and means unassailable leads can all too quickly build up. The solution? Limit the number of colonies available according to the players logistics ability. Not only would
I initially posted this in tweaks, but think it may actually be a bug: Fleets of ships do not show up on the diplomacy screen when trading with other races, only individual ships. If the fleet is disbanded the individual ships appear again, but there is currently no way to trade fleets. Also, there is only a black screen when clicking to check where in the galaxy a ship is located during diplomacy, rather than the minimap which popped up in GalCiv1 (and looks like it should here too).
SaroDarksBane - if the mouse wheel is held down you can rotate the ship in the creation window. A couple of simple tweaks I would like to see regarding giving ships to other races: 1) Fleets you own do not show up in your shiplist, only individual ships. This needs to be fixed. 2) When selecting a ship for trade in GalCiv1 you got a little map indicating where it was in the galaxy. This feature seems to have been removed in Galciv2 for some reason (or is broken).
In terms of expanding the United Planets, just having more information on what you are voting on would be a start. E.g. a tax on starbases is proposed, but I never know off the top of my head how many starbases I or any other race actually have.
I hate the universal translator. It was an invention of convenience in Star Trek, yet is now almost canon in every sci fi strategy game. Trying to reach a common ground of understanding between two species from opposite ends of the galaxy should be a momentous project fraught with difficulties. Instead it is one of the first techs you can research, and for a pittance too. Diplomacy with others should be approached on a species by species basis. I would like to see funds which must be alloca
I for one would welcome the addition of nebulae as at present the eXplore aspect of the game feels a little dry. Yes in real life space is just one big empty void, but as any sci-fi geek knows, in our heads it is full of exotic phenomena. Especially as the location of stars and other races are known before hand, very little is actually discovered over the course of a game apart from resources and space junk. More space effects, even as just eye candy, would spice the map up a little.
Apologies if there is a really obvious answer to this. I am on the first mission of the campaign and cannot seem to combine my ships into a fleet. I have watched the tutorial, selected all my ships and put them on the same space as shown. I have double checked my logistics score and should easily be able to do this, but when I click the button nothing happens - my ships still move around independently. Can anyone help, this is driving me insane. Thankyou.
Apologies if there is a really obvious answer to this. I am on the first mission of the campaign and cannot seem to combine my ships into a fleet. I have watched the tutorial, selected all my ships and put them on the same space as shown. I have double checked my logistics score and should easily be able to do this, but when I click the button nothing happens - my ships still move around independently. Can anyone help, this is driving me insane. Thankyou.
Not sure how many here are UK based, so you may be unaware of the fab bbc comedy 'Hyperdrive'. If you vist the series website at http://www.bbc.co.uk/comedy/hyperdrive/ you will find a download of the alien battle music 'Kill the Humans'. It would fit perfectly on the Drengin diplomacy screen I think. Hyperdrive as a whole shares a similar sense of humour to the GalCiv games so is worth checking out if you can.