Sins and GC2 where on the main games page for me over the weekend. Again as I said before, someone at Amazon must really love SD now.
Spartan
Congrats guys! Well deserved accolades and money! [e digicons]:andrew:[/e]
[quote who="Zubaz" reply="1" id="2017755"]Linky? Or emaily?[/quote] I got an email. [e digicons]:andrew:[/e]
Just a quick headsup for SD. Amazon is pimping GC:UE this week. Gee, Sins last week and GC this week. Someone at Amazon must love SD... [e digicons]B)[/e] Its the power of the great Frogboy! [e digicons]:frogboy:[/e]
Great stuff! [e digicons]5*[/e]
The quick and dirty notice starts of with " Galactic Civilizations II remains one of PC gaming's best kept secrets, something that has more to do with the game's single player focus than its ability to lurk in shadows." Then it proceeds to go into some more details about the x-pack and Joystiq even has a small image available.
I'm all for it but I'm not sure the deal can be put together due to politics and ego. But they could do a similar one and maybe call it StarDock Orion Alpha (SDOA). :HOT: Thus invoking the great names of yesteryear and adding a new one. The name could also secretly stand for: Smac Dead On Arrival. :d This is so because you know SD will do a killer job.
[quote] It would be nice. The good old Stars! game had it. But it would require complete change of AI and that is why it is not a suitable solution. Adding some additional starbase modules would however help. [/quote] Stars! A moment of silence -please... BTW: I also think none military bases should loose military related options.
As I stated in the other thread I like these ideas and think they should be given serious consideration. However it is to late for additional features for TA. Let hope they are added toe the GC3 list.
[quote] Brad's playing the near-final version of the game. It's radically different than the Beta version that's available to pre-order folk. [/quote] Sure tease us like a school girl. :SNIFF!:
@Mad - those are some very good suggestions. I think they would add much to the game.
[quote] I mean, it doesn't really matter how high your research is set, the bonus for that anomaly is relatively minor compared to the amount of research you're doing - you'd need four of them to reduce total research time by a full week, which makes them almost irrelevant, regardless of your total research. [/quote] That is fine. Hell it could even be set to 100% or even more for that matter. The point is that the bonus is no longer tec
Some good stuff suggested.
[quote] BTW: My quick personal solution for the +25% issue with anomalies would simply be a percentage of your research budget for that turn. That would make them kind of worthless, wouldn't it? I mean, instead of 1 turn's worth of research, you get 1.25 turns' worth. [/quote] That depends it is all relative. If you get one of those puppies and you are a heavy researcher type it will pay off in spades. If
[quote] No doubt. It seems so illogical to have a limit on those particular parts when not on others. It is times like these that make me wish we had a way to specify how many of a particular component can be placed on a ship *hint, hint [/quote] LOL - You and
Cool! Getting it now.
BTW: My quick personal solution for the +25% issue with anomalies would simply be a percentage of your research budget for that turn.
I am also very interested in this aspect of the game as well. I also assumed the English.str was only a localization file however I never really looked into heavy modding of the minors. So information of this sort would be very useful to say the least. I would also like to know if the race editor tool will allow minor race editing and replacement as well.
Situational ethics is the order of the day for this kind of game brother. If someone stretches his neck out in front of you and you happen to have a sharp knife in hand then you just know he wants you to use it. You should not think of such things as "evil". You should think of them more in the light of "accommodating" and "helping another". Then all will be well in the universe. Trust me! I speak gospel truth here.
Well as long as the tags are in the game already we can basically do so in one of our mod projects.
[quote] Whole-heartedly seconded. It seems a bit silly most of what I pay for is the disposable lost part of a constructor. Surely I could throw more constructible materials on the ship at higher tech levels. [/quote] No doubt. It seems so illogical to have a limit on those particular parts when not on others.
I have to agree with the proposal. Two options for tech trading would be a great solution.
My short list (off the top of my head) is as follows: 1. Tactical Combat (ship and troop) 2. Carriers 3. The option to set bonus titles % based on planet & type 4. Manly star bases - I want to fear them! 5. A highly developed subterfuge system 6. Minor race tech trees and unique attributes 7. A Minor race "league of nonaligned worlds" with decisions like the UP
I agree. Let the SB reach out and "touch someone". It is a crying shame they are so nerfed. Long range missiles and localized fighters should be standard options as well as as well as increasing ranges for the area effects in general. SB should be feared and not "walked around" or attacked only if bored.
There is some pretty solid advice in this thread. Since I always play scattered systems with rare planets it is often tough for me to more then one planet to benefit for a SB. So I always try to build five (5) mil, three (3) econ, two (2) inf in every system and if a planet is any sort of capital then I try to double the the total numbers. Additionally if I find a large open area of empty space I try to establish a defensive line of SB in or around it to slow enemy fleets.