Bump for the win! I assume this is hard-coded in the executable... (?)
Mystic X
How do you change the various amounts of cash the different races start with? I can't find the variable...
Does anyone else want to have planetary development in the game? I always thought this was a big part of the MOO series.
#1: I wish all planets had three stats - size, "type", and "moon". Size would represent the starting development limits (or size) of the planet (possibly to be increased by certain techs), "Type" would represent the techs necessary to colonize the planet (radiated, lava, arctic, etc), "moon" would indicate presence or absence of moon (to be developed via certain techs). #2: Ability to create specific techs that would "improve" the "type" r
Don't forget one thing... 90% (or more) of PC gamers don't frequent game messageboards. The people posting on a Developer Journal thread at a developer site do not represent the "average" gamer; rather they are heavily engaged enthusiasts (and I consider myself one of them). Therefore, what most people post here as their reason for why they bought the game will probably not apply to 90% of your sales... It is a problem that w
As a marketing MBA who used to work in the industry, I thought I'd throw my 2 cents in... Sales are influenced by distribution, but not directly correlated. I.e. high distribution does not necessarily equate to high sales, and low distribution does not necessarily mean you have a dead product (anyone remember the distribution model for the original "Doom"?) Working at a fast food company in a prior life, we used to have to order $ millions of kids meals premiums months i
Once we can see the light planets are reflecting, we can examine the spectrum of light and that would indicate the presence of water and other molecules in the atmosphere. Game aside, you are starting to scare me <img src="http://images.stardock.com/gc2/T_DL/smiles/Smile.gif" border=0 ALIGN="absmiddle
Definitely the closest thing to reality in the game is knowing where the planets and stars are, especially given the tech level the game assumes all the civilizations have. Perhaps... I can think of a number of plausible explanations for introducing more fog of war (for at LEAST the planet
You ship range is controlled by two factors; (1) proximity to a colony or starbase and (2) type and number of life support modules. In order to travel farther, you need to colonize more planets or upgrade your life support tech.
I just introduced a few basic mods to see how things would shape up. I started with ship range and slashed it. I cut basic lifesupport froma 6 range to a 1, general life support from an 8 to a 2, etc. Now for the first time ships actually have to stay close to home until you get improved tech, and life support tech actually means something. The only way to expand early in the game is to leap-frog from system to system - if you hit a system without
"I third the whole "grab the planets" startgame is not that fun for me" Quote by Citizen pdifolco Here is what I believe are the fundamental flaws in this game: 1) You start with limited fog of war - you know where stars are and how many planets there are per star (AI knows this as well). T
The initial colony grab appears to be critical to victory on the harder levels. Everyone in this thread is commenting on a series of fundamental flaws in this game: 1) You start with limited fog of war - you know where stars are and how many planets there are per star (AI knows this as well). There is very limited exploration in th
Sorry team, this is not a flaming post, but what are you thinking with this messageboard software you are using? This thing is a piece of junk, especially when there are numerous alternatives available as FREEWARE nowadays. Board searching, date stamps, alerts, etc, are all rudimentary, plus board response is horrific (this may be on the server end, or may even be with my Internet connection to wherever this is based (Sweden?)). I am sure
Agreed. Right now there is nothing more frustrating than seeing the beautiful planets and knowing that 75% of them (or more) have absolutely no impact on gameplay. I don't even care what type of planet they are - just what "class" they are. I would love to see: 1) ALL planets having a size and "type" rating. Size determines initial number of developable squares on the planet, and type determines tech necessary to be able to colonize.<br
The roaring silence is hurting my ears... Agree? Disagree? Anyone ever play MOO or MOO2?
Not very big on the planet development, were they? I wish I had known this before I bought the game. Not really a space exploration and expansion game - more of space extermination game (i.e. very light on "fog of war", limited initial stars
I think it is only appropriate to add this link of the original Master of Orion II tech tree. You can see how the tech tree is a little more balanced (i.e. between social, development, and warfare techs). GalCiv 2 is heavily skewed towards combat, moderate on social, and very light on development. http://www.moo3.at/moo2/technologies.php
This game is so close to being the spiritual successor to MOO2 it's not even funny... However there are notable exceptions, and probably the largest of these is several tech trees that seem to me to be truncated - i.e. they only have a few techs, and they end. Probably the most significant of these is the planetary "terraforming" tree - only a handful of techs and then nothing. I can accept the techs that may or may not allow you to improv