NeoWolfen

NeoWolfen

Joined Member # 2416072
7 Posts 78 Replies 756 Reputation

I am stoked by the announcement of a turn based 4x Fantasy game and shall be looking forward to that! especially if it has the sort of play say Age of Wonders and Masters of Magic but with more options and being a little less totally combat oriented. sins looks nice but not being a fan of rts games in any shape or form ill pass on it and stick with Gal Civ:DA for my sci fi fix :)

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hmm if were talking all formats and of all time.. i'd have to say the following games (in no particular order) 1. Fallout 1 & 2 2. Knights of the Old Republic 1 3. X-Com UFO 4. Mass Effect 5. Final Fantasy 7 6. Skies of Arcadia: Legends 7. Elite (Amiga 500 version) 8. Privateer (amiga 500 game) 9. Masters of Orion 2 10. Gal Civ 2 (DA+TA)

50 Replies 57,849 Views

To all those folks who said military is key to maintaining peace..i say rhubarb! lol there is no doubt a strong military helps maintain peace especially with those you are ethically opposed too it is not by any means "necessary". Almost every game i have it is usually 1-200 turns in before i even build ANY ship that isnt a constructor, miner, surveyor or colony ship.. and i do this the vast majority of the time without Any hostility from the other species. My usual technique is to bu

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Reply to A few ideas in Ideas

29. Space Colonies, how about the ability via starbases and starbase modules to create space colonies 9space stations with biospheres, factories, etc.. all like normal colonies to some extentn but with a limited number of tiles to build modules on based on the size of the space colonies infrastructure which is increasable aalong a similar tech restriction as the level of battlestations. Space colonies could also only be built in colonies with no habitable planets, empty sectors and have a main

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Reply to A few ideas in Ideas

28. Precursor Mysteries, another idea that occured to me is how about some hidden mysteries of the precursors be available. I.e upon colonising an unihabited world a tile is filled with a precursor relic or ruin that contains a clue that hints at another location with a relic/ruin, each relic/ruin gained is part of a puzzle which when all parts are collected opens up the option to research a lost precursor technology. the ability to reasearch these lost techs is dependant upon having all the p

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Reply to A few ideas in Ideas

23. Planetary Emplacements, something else i'd like to see beyond planetary defences providing a defence bonus is the ability to build planetary emplacements (futuristic anti aircraft guns) that can provide some limited offence against invading ships without the needs for ships to be parked at the planet. these wouldnt be much use against raiding fleets beyond putting a small dent in them but they would provide the send a single unarmed transport to the undefended world tactic. they would a

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Reply to A few ideas in Ideas

[quote]Some good ideas here, but I'm not a big fan of cloaking. The times I've seen it suggested here, it seems to be on the basis of "wouldn't it be cool if?" or "cloaking was in X other game, movie, or TV show, so it should be in GalCiv." I'm just not sure it would add any strategic challenge to the game. Cloaking without a countermeasure doesn't sound like much fun. It would just be an "I win" button for the race that gets it first. So there would likely be a countermeasure you could

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Reply to A few ideas in Ideas

8. when decomissioning a ship that has tech on it i dont have i want a chance of being able to learn it. 9. i want to be able to capture.board enemy ships not just blow them to smithereens, same with starbases, this would add another dynamic to battles as enemies dont just try to annihilate everything you have but take it over. 10.. more hulls, jewels and extras1!!!!! 11. "Discovery of Abandoned Outpost" Event, we have the odd discovery of precursor corvettes and ran

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Here are a few ideas I have for features i'd like to see. 1. Cloaking tech, it would be nice to have some stealth technologies to help with spying, ambushing etc.. this would obviously need balancing and some opposite stealth detection techs but i think cloaking devices etc..are fairly enjoyable standard sci fi fare and id like to see them in my favourite game. 2. more static space features.. we have more map features now like asteroids but it would be good to have other thin

20 Replies 22,826 Views

I ALWAYS design my own ships.. i love the ship designer and could spend hours playing with it. For me it is a MAJOR highlight and plus of the game and was a large deciding factor in me originally buying the game.

40 Replies 15,836 Views

[quote]The trick to beating Dread Lords when they appear like that is to hit them quickly. If they are next to you, you should be hitting their planet with a transport in 3 turns or less. If they are somewhere else, it may be worth your while to assist whoever is nearest to crush the Dread Lords as rapidly as possible. [/quote] which is all well and good if your that far in you have such techs but i got the super event around about the time i had just reasearched space weaponry (so

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[quote]The dreadlords are supposed to be obscenely powerful 10 dreadlord troops should be able to handle at least 6000 humans. However, they should not be able to sign peace treaties at all. [/quote] EVERY other species signed a peace treaty with them. however i could not contact them diplomactically so it was totally impossible for me to do the same, so by default i became the instant target, which is kinda whacked.

4 Replies 4,026 Views

Played a game tonight as the terrans, it ended very quickly however as the super event for the dread lords happened, not a problem i thought im the weakest civilisation so it wont be targeted at me but the korath or drengin surely... nope it appeared next to my civilisation. however that is not the issue i post this here for as obviously such things however unlikely may occur, but the reaso i post this here is two-fold. Firstly every other civilisation was able to make a peace treaty with the

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ive only ever had the other empires give me frigates most end up in a high PQ worlds defence force as they arent much use for anything. i am however it seems quite fortunate in the pre-cursor finding vessel event stakes having totalled abou 11 discovered "rangers" in my last game, which was nice! i didnt have to build any ship myself beyond colonisers and transports lol I do tend to pick luck as a racial quality though, which undoubtedly helps 9along with the bonus from a univ

4 Replies 3,747 Views

Why do people use farms on their home planet? My home is always the lowest morale, primarily due to population alone. More people equals more taxes and once you have the 3rd farming tech researched it also mentions a happiness increases though im not quite sure for what?

28 Replies 22,325 Views

To the guys mentioning "speeding up their constructors" - it sounds like a great idea... same w/making Freighters/colony ships/etc faster.... BUT if you add advanced engines... it drastically increases the time it takes to push said ships out of the shipyards = how does that really help in the longrun??? I've tried this strat you guys speak of, but the time would go from (for example) 4 weeks for a normal constructor to say... 6-8... and if t

25 Replies 12,713 Views

2 factories, 2 research labs, 1 Embassy, 1 Stock market, 1 Farm, 1 Happiness Centre, leave the remaining spaces for planetary defence structures once researched. Only variance on this teheme is based on tile bonuses, which i always utilise with the appropriate structure.

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heightmaps would never successfully download and install for me either, but ive done well enough without it, and not had any issues downloading anything else so cant be anything too serious (or important for that matter).

3 Replies 1,941 Views

pretty much varies for me with the race im playing and the kind of game im going for. sometimes i go for an influence win so weapons arent massiveily important. other times i go for the all out conquer and kick bu** option so some beasts of war go down a treat with the evil tools. it just really depends on your style of play for any particular game i think

16 Replies 10,478 Views

Pick a themed name appropriate to the theme of your Empire, always comes across a lot better i think.

9 Replies 7,065 Views

Influence stations are great for defending your own worlds from rebelling , plus if you are aiming for a non military based win if you use influence stations to cut them off from thier own influence, if you use the map toggle to show area of influence 9colour coded0 this is easy to see the effect of not only where your influence and enemy influences reach but just how effective each influence station is too. basically if you can cut off any of thier influence contact from the world exce

25 Replies 12,713 Views