I'm actually one of those who did not buy GalCiv2, but am interested to see what the Expansion Pack has to offer. GalCiv2 definitely need something more "structure" for player strategy: eg: Players can lay mine fields (to prevent those cheesy Warp 10 invaders simply side-stepping the snail paced AI defenders). This to me is an exploit, not strategy--an indicator of better thought out game design is needed. eg: Each ship type with different ship compon
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OnlyAnEgg said: > Bug #1: The Save Game bug where no production happens after the > first turn when saving. This sucker has been around since I > started playing, and numerous patches later seems to be largely > ignored. Maybe stardock doesn't think it's worth the time to figure > this one out, but it's very noticeable, and annoying... I'm horrified! As a 100% avid single player, I feel for your frustrations... I'm actually one of those who we
The expansion pack will significantly alter the game itself (in a very positive way I think). Hope GalCiv2 developers are listening. (Long post) I'm actually one of those who did not purchase GalCiv2, after giving very careful consideration. Main reason was overly simple ship design that requires almost no strategy.
Hope GalCiv2 developers are listening. (Long post) I'm actually one of those who did not purchase GalCiv2, after giving very careful consideration. Main reason was overly simple ship design that requires almost no strategy. To risk being overly simplistic, just slap on the heaviest damage weapon, your attacking fleet fire first, and you win even with low defense. I would *definitely* buy GalCiv2 Expansion, if the developers can implement something lik
How about making a ship component (need Tech Researched first) that lets your ship fire first? There may even be multiple higher-Tech versions of ship components--so it becomes a race for races to research/build the higher-Tech ship component that lets your ship to fire first--a major advantage. Personally, I find the ship battle strategy of GalCiv2 lacking; just research for the most powerful weapon, and or defense, and add a military starbase to beef up defense post
Does anyone know the rate of population growth? Specifically, does it increase linearly, or does population growth slow down as it approaches the maximum limit?
I'm a Single Player dyed in wool. Never played online or multi-player with anyone else. For a long duration game such as CivGal2 (or Stars!) or a similar strategy game, it's too much of a chore to organize everyone to be consistently online IMHO. You invaribly end up with many unfinished games where players simply give up over boredom.
It would be brilliant if: a) espionage only shows the *first* waypoint path portion of the journey, and b) computer can set waypoints to counter espionage ie: player only sees AI's ship going to Planet A (not a threat), but upon arrival actually proceeds to nearby Planet B (which is a threat). This is what humans do--something nasty...
Gamespot review. When they say it was similar to Stars! it got my attention. (GalCiv2 is actually closer to Alpha Centauri).
How about this: Cloaked ships reduce the effective radius that the ship/planet's sensor detection range [eg: 3 squares away]? ie: a higher tech cloaked ship can still be detected if it is very close to the ship's sensor, but otherwise still undetectable if it's further out (but still within the conventional ship's sensor range [say 15 squares] ). This way, your same cloaked ship can have different cloaking effectiveness again
1. Stars! would be the perfect game if not for better diplomatic/alliances & more sophisticated economy angles. The battle module of Stars! is strategically very deep, with *each* ship components interacting with your opponent's ship components that directly influence battle results. eg: jammer ship components to protect against missiles with battle computers doing just the opposite (battle computer/jammer arms race), cloaking ship comp
Ship engine component vs. total ship weight would make sense... there are many other games out there that already factor this into consideration (MechWarrior 3/4, Stars!, etc.) For example, each kind of ship hull can hold a preset maximum # of engine components. Engine power can increase as tech is researched. Total ship weight affects final ship speed, and depends on engine power. Total ship weight affected by eac
Stars! ship combat is much more advanced that GC2, due to ship components (jammers/battle-computers, engine speed, cloaking, etc.), and also due to race-specific unique abilities. I've just made suggestions to GC2 for more richer ship combat similar to Stars! https://forums.galciv2.com/?ForumID=5&AID=109151 Do chip in should you also desire richer GC2 ship combat, which is currently: -the economics of higher
This (long) posting is an attempt to suggest more rich multi-faceted combat/tactical gameplay: Let's face it, most play GC2 for the spaceship combat. In single player mode, diplomacy is only a nice-to-have option, but ultimately most players want to win through combat. A) The current state of GC2 combat IMHO is quite straight forward and could be more sophisticated. Current GC2 combat model is: -Choo
There would need to be check-and-balance against offensive mode mine layers. Perhaps limit the number of engines that can be put onto a mine layer type of ship hull? How about a Speed 9 mine layer ship that can zoom to a planet (with no defending mine field) before defender can even react, then start laying mines so that the defender's ships cannot even reach their own home planet in time to defend it? Very cheesy...
OK, sorry to beat a dead horse... In Stars!, ships can add Cloaking component(s) that can reduce the opposing ship's sensor range. Sounds simple? Not really--different players (human and AI) can have different Sensor Range strengths--so it becomes an Arms Race of Cloaking technology level vs. Sensor Range technology level, and different situations for each race. So the same "cloaked" ship, to one player it's
I'm also one of those Stars! single players who are looking for a decent computer AI for diplomacy & more complex economic, in addition to the core combat module. This GC2 just might be the ticket... but here are some suggestions on this area of navigation: 1. Stars! has wormholes that lead elsewhere in the sector... You can invade via wormholes, and vice versa ! 2. Stars! has 3 different types of mine fields that
I'm using a 700 MHz laptop running Win'98se, and glad you developers are still supporting this! I'm voting with my wallet...
Imagine you've pre-positioned this for *every* major star system of your neighbor, then declare war... definitely an exploit... perhaps add a % chance of above sudden invation successfully happening (about 10%)? and add "evil" to your character... and other AI players should remember that your above exploit, and be on guard... ***and AI players can do the same to You?
Anyone know where we can buy Gal Civ 2 in Hong Kong? Actually went out this afternoon to computer mall today but not available ;( I really would prefer the fold out tech sheet, as print out from PDF is not that useful (too small, etc.) Thanks!
Exactly what's inside the retail game's box? 1. I want a wall poster-sized full printout of the Tech Tree... that's something *.PDF on A4 paper would have trouble with. (heard the manual is in PDF only... bad...) This game sounded like Alpha Centauri... even they had the wall poster-sized full printout of the Tech Tree (it was very complicated with bonuses listed--you definitely needed that...)