Here is my situation. I can load up impulse w/out problem. at the lower left-hand corner of the screen is a tab that says something to the effect of: downloading impulse update - paused at the top right there are these symbols: key, 2 computers, question mark. The 2 computers states that I am logged in as the proper account When clicking on the games icon, it shows every registered game I should have. When I attempt to download the upd
djtool
[quote]Combat mechanics in TA hasn't changed, so IMO the size still matters the most. But with changed mainenance costs and some mil SB support for speed they could be viable as suicidal defenders (like AntiMatter missile in GC-1, just not so cost-efficient).BR, Iztok[/quote] what a bummer. I understand the need to have the item requiring more research to be worth all the rp's, but I was hoping the fleet boosting techs were a counter-balance to those. Aside f
is it viable now to go with the armada/swarm approach or do you still need large ships for games that reach later techs.
In my first game I recieved 2 plague mega-events in the span of 20 turns. Torians....dead Mega events checkbox....dead
I was finally able to bust out ToA last night. Its been a little while since I've played gal civ 2 as I hung it up around DEC when ToA was being worked on. I've decided to choose one good, neutral, and evil civ to play and settledon Torian last night for my 'good' one. I haven't patched since the initial 'final' download. I haven't gotten too far, and have some questions about these guy and ToA in general ( I didn't play any of the beta's): I believe i'm noti
@ draginol I'd like to hear your thoughts regarding piracy and the increasing age of people who spend their entertainment dollar on PC games. I would imagine that as people get older they are more likely to purchase a product over pirating it. Do you think that games that wish to focus on being profitable will eventually gravitate towards the older gamer due to the above? Do you tink the genre' of your games is a big factor of the success you've achieved? The numb
when keyboards and mice are start popping up as gameplay tools for consoles, that is when its the beginning of the end of PC gaming.
I hope someone didn't pay that guy for the load of bs he just passed as journalism. First of all, as was mentioned, console games are piratable. Second of all, piracy is anything but the villian keeping the sales of PC titles down. Cost is number one. You try convincing joe-gameplayer that getting last years top of the line video card and one stick of memory is better then buying a Xbox 360 and the game he wants to play. Then try to convince him that the time he ha
"Most of the Stardock games team is working on the upcoming 4X fantasy strategy game which will be turn-based and have turn-based tactical battles and support multiplayer" it was unkind to speak of this and not have more information available. It may have satisfied the sadistic streak in you, but your karma has taken a hit.
I've never seen the AI employ a strategy for an influence or alliance victory. Are these supposed to be limited to the player?
agreeing with much that's been said while throwing in whether or not I plan to use influence to attain victory
I'm not sure i agree with the concept of a peaceful diplomatic victory. Nothing beats a fleet of whoop-ass cans for making alliances. So i'd suggest the military bonuses get you that condition quicker.
[quote] Your have a edge on research but not a huge one. I will have a massive edge on production. Plus I will need less tiles to get my output than yourself. Leaving more room for econ buildings. If you have a lab and 33/33/33 sliders remember that each lab is running at only 33% of its potential, although granted they will be much more effective at that role if used fully. [/quote] I've tried what has been described he
it sounds interesting to go no labs and set the focus. does that not, however, leave you with a decreased amount of research points? Or is this all in the vein of maximizing every little bit of potential, damn the loss in research points. if you have a fixed number of planets all doing this no-lab strategy, and I have a mix of factory, econ, lab planets...Will I not out tech you? I can see how you could overwhelm me with ships. I also see how much harder that gets the bigger the gal
i'm not completely understanding 'all-X'. %100 nothing but factories on all planets? if so where does you research come from? do you mean 1 or 2 factories and the reset research buildings on research planets? or literally all research. I'm not grasping how you maintain your economy with all factory planets *and* a fleet of ships. I'm not grasping how you're not completely out-teched by going 'all factory' and setting a factory planet on research focus. <
[quote] If this is the case now, then I would say a modification of the balance is needed. If taking morale/economy bonuses is a practical necessity for playing the game, then a serious player does not really have any options in selecting racial bonuses ... which defeats the purpose of allowing players to choose! [/quote] if we're fortunate this is a component to the delayed release of ToA. You are, of course, absolutely correct. Either accomplished DA players
the military starbases are near-useless mainly because of how ship combat works. If small or tiny hulls were a viable option military starbases would be just fine. I learned this the hard way when I tried to win via an influence/starbase/small ships strategy (challenging). The idea was to never go offensive with the ships. Of course it failed because even though my fleet strength matched my opponent, it didn't (I believe) matter as the individual ship strength was more important.
After posing the question I started a game with an emphasis on espionage (Game: DA; Tech: VS; The other settings: ran; Gal: huge; AI: chal) and its been key to my success. However this is because the galaxy turned up just about empty (average number of planets per civ is 2!) and my 4-6 spies completely retarded the production capability of my neighbor (altarian) which helped greately in 'acquiring' their planet. The way espionage is implemented it seems this would be the primary use fo
forget the money angle who's spending their time researching the starbase improvements over fleet improvements? I can't think of a time I thought it was more valuable to research this stuff when i'm in a tech race with my ships, who I can park on a starbase.
I'd like to add that you dont' always have to rush to invasion if your colonized planets envelope the little ones you skipped. A couple constructors and perhaps an embassy here or there for a few turns can get you that world as well.
its too bad if small hulls are destined to be ineffective long term. I can see the desire to make larger hulls better as you have to research them. I also see the removal of freedom in how a person perceives his/her empire. It seems counter-intuitive to the player design aspect of the game. On the one end there are efforts made to permit players to define their own ships/race/etc. in order to help them immerse themselves in the game. On the other hand if the vision of your race's military i
more on espionage. I'm playing my first game where I went all in on espionage points, including super spy. I can see where you could use espionage (as its currently implemented) to retard the growth of a neighbor to out grow them and conquer them as you see fit. If it was tweaked to actually make that strategy viable, i think it might help in making a case for espionage. So perhaps: bonus scout ship(s) for taking super spy for finding that neighbor. all home
you don't need any slider on the main page. you put it on the econ window. Its not exactly taking up as much space as research or stats n graphs. You either put both sliders on there and have one active and one inactive. Or you put 2 buttons next to it to toggle the slider for tax or approval. %100 is an important number but so is 70 and 51.
The guy is simply requesting to have the computer help him keep tabs on the approval rating he wants. The idea is his, he'd like a tool to help implement his idea. The quest to conquer the galaxy is fun. The quest to remember to look at the lower left hand corner of the screen then click things is not. What about when he wants to eat popcorn? should he not use a microwave to shorten the time to complete the idea of eating popcorn? perhaps you think its more rewarding to cook it i
after playing another couple of games one thing i'd LOVE to have added is the capability to set an approval percentage *instead* of a tax percentage (meaning the ability to choose one or the other). The tax percentage floats to keep the approval rating about the same. This decreases micro-management. it would be nice if the core ships could just be templates. Additionally it would be nice if you could define a core ship so that the engines automatically upgrade.