A game can't have nearly as much strategic focus if you have to play out every single battle...or possibly be like Moo with it's extremly simple mechanics, move, shoot, move, shoot. Maybe I misunderstood but sounds like a bit of a contradiction. And I personally don't see a whole lot of difference between what I proposed and MOO. Ye
sneakerback1
Sorry for OP I did not write it that way, I think I fixed it, had to put H Rule to get line returns. I tryed and tryed to edit it before but it just would not take line returns.
I'm just warning you to put on your flame proof underwear. Ya, I've seen what happens in most forums. But I think most people can read and see through the smoke. The way I approach it is first assume they misread or what have you, then go from there.
may please most or all I did say may
Since there are a good few people that would only be happy with tactical battles set to zero. And you could have it set to zero. I don't want any form of tactical battles whatsoever. The entire idea is off-put
Turn based tactical battles that may please most or all. I think a good tactical battle would involve turn based 3D environment like the map environment in GCII. Logistics would still be in play, so that would help keep the number of ship down that could be in a battle. And like logistics you could research systematization, it would work similar to logistics but work within battles. So if ten ships enter a battle and you researched "echelon systematization II" then you would
Don't you think that more advanced diplomacy and more politics are pretty much the same thing? You can't really have one without the other. I guess I would have to disagree. Diplomacy has to do with dealing with other nations, and politics has to do with dealing with your own natio
Ok, I'll come right out and say it, turn base battles like... MOO2.
I wonder how many people noticed it's a poll for galciv 3 not galciv2. I for one noticed.
It seems as if tactical combat is winning overwhelmingly in the recent poll. Don't you people see how many combats happen in a turn? I have about one to three battle in a turn, three is rare, and I'm bit of an warmonger (of course I can't speak for everyone). I have option set to fleet battles only. So if GCIII has same options then I don't see
There's a wrench in every turn.
I've never really liked diplomacy in any of the games I've played. I find them very superficial/shallow and mechanical in the way you just know what to expect when dealing with them. And simply not necessary, I can win a game never using diplomacy. I like the idea of diplomacy and some of the ideas implemented in some of the games like Alpha Centauri (where you could coordinate an attack with other nations) but never pan-out.
I voted for Tactical battles. As long as it is turn based battles. None of this real time stuff, tones of that out there, and none of it appeals to me. I love the idea of targeting ship components, but I would be willing to give it up, if I had to, for something like building specific ships for that task. Either at the time of building a ship you could give a ship specialty orders to focus on from a menu, or equip it with certain weapons or some sort of gadgets for the task
How about the Hornet...
Ya, sounds good, like the ideas of "Yes, we should also have a choice of several sounds to choose from.", "For evil civs you could have a taskmaster encouraging slaves to work harder with his whip". When I Shut Down Windows I had Alpha Centauri's "Don't go!, the drones need you, they look up to you" play (for some reason though it never played in-game). Everyone loved that one, even my wife would say to me sometimes when I was going out "Don't go!, the drones need you, they look up to
Click on thumbnail for larger image. Colony Front: Colony Rear: <img src="http://pic14.picture
If nothing else Spore should be a fun game to tinker with. By the way it looks now, as far as I can tell, it's not meant to be a overly serious game, it looks as though it's meant to be just a good old fun game with some strategy thrown in. If it turns out to be more then that... all bonus. I know I will at lest be checking it out.
The strange thing is that while there may not be room on a planet to grow you still can transport pop there and survive. But then I'm a strange one, I find those kinds of thing make the game more interesting and fun, I don't care so much about reality in games, sometimes I think it sucks the fun out of them. For me their like easter eggs, like in Civ I and Civ II.
Also, if you're going to be expanding that structure list with 100+ pieces of jewelry, you've got to have better handling of it so that we can easily find what we're looking for. I don't bother with jewelry in ship construction, partially because I'm trying to play the game, but also because it's just too hard to find what I'm really looking for. Walking through a straight
My vote is yes. And could we get a right wing to match this left wing, also the hard points fixed?
Excellent again Iztok Bitenc. That would explain this statment "This figure may only reflect maximum growth-achievable population." in Wiki that made no sense to me if this statment in Wiki was true "Each planet also has a maximum population based on planet quality.". Not verey clear even after you understand what it should mean, because the only way you would understand this is max pop cap, not growth. So I'll try that out and see how it works, I just happened to finnish r
A double thanks and way-to-go Iztok Bitenc , I didn't know there was a Pop. cap, manual does not mention this, nor did I know there was a Wikipedia, very good! Well this changes everything, I'm going to have to go back and change my strategy some. I was going to use these smaller class planets to fund my needs, I was making over 1000bc a week and was looking to at least triple that, but I see that's not going to work.
Any clue as to why POP will not grow? I have 3 planets out of 11 that will not grow. Approval for planets is 100% and have Xeno farms, and have the latest patch 1.11. Mar's is one of the planets, it's Pop. is stuck at 2.507b, so there is lots of room to grow. I have 2 class 4 planets stuck at 2.507b and one class 5 stuck at 4.394b. Any clues?
I'd buy multiplier for $20 if you could also guarantee me 5 people that won't bail out half way through the game, that would be worth 20 bucks. My vote is "no", I'd rather have a great SP game with a great AI, I've waited 36 years for that.