SwiftBoot

SwiftBoot

Joined Member # 2448090
1 Posts 27 Replies 279 Reputation

After reading over a few of your ideas I figured id put down a few of my own. Input is appreciated, especially if you can get through all of it :P. Overwatch As one of the other posters mentioned, employing a system that gives each ship a set number of action points per turn, allowing you to “save” points for use during your opponents turn would greatly improve the level of control that the user has over his units. It also gives rise to the creation of an ability based system,

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no worries chief I did come off as a bit snaky and for that I apologies. but lol on another note its kinda ironic that we were talking about mp diplomacy and then had a little diplomatic encounter ourselves.

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@zarth, hey man i didn't mean that statement as a personal attack on you so no need to get testy. Otherwise I was under the assumption that you were referring the the diplomacy menu and that system as opposed to the various techs associated with that line of research.

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most of these design seem to be created in DA and perhaps a few in TA. Otherwise just experiment and you'll get a few designs that you like. Of course you can always ask some of the folks who post here for a copy of their ships via email, or you can check the library for alot of cool player made designs. Hope this helps

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[link="https://forums.galciv2.com/?forumid=346&aid=155191"]WWW Link[/link] check that link for details scorpion, otherwise you need a c complier and a knowledge of programming to really make concrete changes.

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Hey guys, Ive been playing a civ 4 mod called Fall From Heaven 2 and noticed that a few of the units possessed a special ability called hidden nationality. Essentially these units are created by the player but are not linked to their empire and as such can be used to covertly attack or recon the enemies empires without the fear of provoking a major war. The units are displayed as barbarians in civ 4 but in galciv it would be just as easy to display them as pirates or anther di

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From the majority of posts it seems that most people who hate mp do so because of the social stigma and other factors surrounding this type of gaming, for instance hacking etc. But given the overall level of maturity that this community displays I believe that these issues would be almost none existent. Obviously some people will be compelled to cheat but it seems, from my experience, that these people are few and far between. As for time constraint issues, its obvious that this might

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@ Lord Zarth, Its funny that you ask how diplomacy would work when its blatantly obvious that it would work the same way, you would just have to actually type messages to your human allies and or friends. Otherwise I still find Stardocks position on hotseat gameplay to be a little strange as you can already cheat your way into a H.S. game and not to mention that hotseat requires no net code. As for comment about building ships, in mp it wouldn't work due to time constraints, but in a hotseat gam

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Hey guys, Im always impressed with the creativity of this community and figured it was time to post some of my own stuff. Anyways, here a copy of a Destroyer class ship ive built for one of my recent games. If you like it ill upload more of my ships but at this point prnt screening images is tedious and im lazy:P. Enjoy [link="http://www.flickr.com/photos/7710674@N02/2263577817/"]WWW Link[/link] [link="http://www.flickr.com/photos/7710674@N02/2263578039/"]WW

307 Replies 857,745 Views

[quote] This is simply because I find it far more engrossing to fight epic battles when the ships involved have a bit of personality and of course a chance to appreciate my own handy work. I'd be more interested in custom ships if there actually were epic battles in the game. But watching ships float around aimlessly while the computer grinds through dice rolls doesn't appeal to me. [/quote] Yea id tend

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While I greatly enjoy the strategy aspects of this game if find the added level of customizationW that the ship builder brings to be a fantastic boon to an already deep strategy title. This is simply because I find it far more engrossing to fight epic battles when the ships involved have a bit of personality and of course a chance to appreciate my own handy work. Quite simply id rather let my imagination take hold, as its far more interesting, to me, to fight over worlds that I've name

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I usually stick to set of S.O.P.s [B]Primary Targets[/B] anything that can contribute to their war effort and otherwise hurt me. Military Units, Star Bases, Resources [B] Secondary Targets [/B] Any Economic Structures Star Bases, Traders, Mining Bases [B] Targets of Opportunity (Tertiary Targets) [/B] Anything that wanders into my units path and doesn't detract too much time from my attack time line. Otherwise, I try to prioritize

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I tend to role play alot, prefering to create an unique atmosphere to my games. I never play any of the premade races and instead create my own. This level of customization is also present in my ship design and naming. Standard Conventions I use. Military Designations - (usually a neumonic that describes the unit type + role + version number, i.e. A.C.D. = Automated Combat Drone MK..) After Ive created the Template using the number designation I give the ship type a n

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I try not to stick with one specific strategy, and instead attempt to customize my responses to whatever the A.I. is up to. For instance, if I notice a uninhabitable world at the edge of my empire and discover that if the A.I. colonizes it then it will split my boarders, or isolate one of my worlds, then I race develop the necessary techs to settle that planet. If this occurs and my opponent is one of the races that has super adapter or access to the relevant techs, I usually dispatch a fast mil

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I would have to agree with most of the other posters. You cant really compare the two games as they are very different. Gal Civ has the customization and strategic depth that empire at war lacks while EAW has the rts elements that gal civ lacks. Otherwise your statement regarding how the units in EAW are the best animated Rts units ever shows your obvious lack of having played enough games in that genre to even being to make that distinction. Like most of the other posters have stated games like

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the only response to your problem i can forsee is loading up a previous quicksave game and then redoing your move, otherwise I dont believe there is a way to undo your moves.

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@shadow warrior. surprise welcome to pc game marketing. Of course they want to develop new features to slam down your money having throat, but what other gaming company is small enough to pay attention to their customers. well not many, try buying one of EAs games and then come talk to me about marketing bs.

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Yea the mega events system does seem to be quite specific in it implementation. Ive only ever had the pirates mega event and the undead one since I have been playing DA. I wouldn't worry about things like these, now that the community has made this an issue its only a matter of time before the Devs do somthing about it, which is amazing as I'm used to playing games like BF2142 were ea's slow and ineffectual support is unbearable.

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lol wyndstar you realize that your pointing out a flaw in his quote that also relates directly to the use of your quote. ah the irony. Hence your borrowing of the quote making you a slave to whoever the hell wrote that proverb.

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Ah makes sense, there kyro. Im not that good at drawing so i use the gradient mesh tool with illustrator, makes shading a breeze, but as I can image your artists are probably better at that then me as my training is focused on web media as opposed to illustration.

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Thanks for giving out the data for the image sizes Macmatt. Another program worth looking into would be adobe illustrator. I compile most of my logos in that program as vector are extremly clean looking as would befit a logo design. In fact I'm almost positive that is what the Dev's used to create their logos having created them in illustrator and then exporting them to another program so as to convert the base AI/Swf file to .png format. Another good point about this program is that its basic s

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I would recommend adobe photoshop as all images are required to be .png formate with alpha channel transparency background. As for image sizes ill have to get back to you on that when Im at home, unless some other modders can answer that for you.

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An excellent point you bring up, its unfortunate that most games are designed with the greater body of consumers in mind. I think it would be an excellent exercise for the devs to create a system that will enable blind people to play. Simply put it would make them better designers as a task such as this is quite difficult and requires a different mindset to implement.

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