The Limey

The Limey

Joined Member # 2493564
1 Posts 28 Replies 90 Reputation

here is an idea. If you want to make a fantasy game, why does it have to be just magic? How about some cool combination of magic and technology. Let me see if I can get this across well. Think Scifi but with spells and wizards. Kinda like merlin with a laser rifle. Ah that I hope Im making sense. What Im saying why stick to tradition? Break some barriers. Ive always looked

98 Replies 74,076 Views

Anyone know what the actual bonuses are? Will having a 100% app. rating give you a 10% faster growth that 90%, or is it more than that? I think that the manual says that, at 100% approval, population growth doubles.

16 Replies 12,630 Views

This is a good idea, but there should be limits on how much you can modify each race. For example, you shouldn't be able to set the aggressive races below an aggression level of, say 5 since any lower and you're making a warlike race into pacifists which is just not cool. Isn't the answer here for you to just not set those sliders that low? I

28 Replies 45,049 Views

Speed does affect the number of times you can engage in a battle. If your ship is speed 3, you can attack 3 times per turn (each attack costs 1 move). To clarify, you mean that you can attack adjacent units on the main screen once per movement point, right? For example, if you're attacking a planet without an orbital fleet manager and your spe

16 Replies 12,266 Views

It is just plain stupid to not want a multiplayer mode for this game. What are the reasons behind this ? Why do people not want a multiplayer mode ? It's not that the "non-multiplayer crowd" think that having a multiplayer mode will harm the game directly, it's that (as has been stated and restated by Stardock) the developers' time will be take

20 Replies 16,410 Views

CaptainObvious... go re-read the the post that started this thread and the first replies. That kind of idea is basically what kicked this whole thread off.

55 Replies 27,799 Views

Galciv is not MOO!! Remember, the point isn't specifically to make the game more "MOO-like" as much as it is to provide a continuing -and optional (I'm all for making it a check box option) - challenge once the player has "got over the hump." If there are other ways to do this, such as adding more frequent and serious random events, then that

55 Replies 27,799 Views

Sounds sound. Dread Lords on Parade already partly fulfills this idea, but having the kind of late-game challenge you're proposing, would keep galaxy fresh and, well, challenging , long after most people's attention/commitment wanes. Perhaps once you research a certain high level tech, some (formerly uninhabitable) planets could be revealed to be already inhabited by dorm

55 Replies 27,799 Views

I hate when devs get "forced" into MP by whining fans. I'd rather have a dedicated SP game. There are plenty of MP games out there. Well, the poll results showed that two thirds of the forum members didn't care about multiplayer. Based on that fact alone, the developers should be less inclined to spend the time on it regardless whether

616 Replies 3,182,626 Views

I think that's a GREAT idea. It would be like having one or more powerful minor races that kept themselves to themselves usually, but might emerge from their home star system when they felt threatened (i.e., when someone got strong enough to worry them) and/or whose home planets contained bonus tiles that would make a difficult invasion worthwhile (e.g., precursor artifacts, advanced structures, etc.). Prior to that, any communication would be greeted by a "Stay away or be destroyed" message a

55 Replies 27,799 Views

I think this is more a factor of 4x gaming actually (that and political/military reality in these games). I can not think of a good one I have ever played that did not suffer from this eventually. Perhaps a bit off topic but with that said the only way to make the game more "fun" in these circumstances is to tweak the AI to gang up on the leader when they get "over

48 Replies 24,614 Views

My main preferences are naming after weapons (e.g., rapier, broadsword, glaive, etc.) or mythical creatures (e.g., sprite, phoenix, minotaur, etc.). I try and match the weapon's/creature's size with the hull size.

91 Replies 29,907 Views

I'm curious what ship mixtures you folks use. So far, I've tended to use the following ship types: a) Warship - ships with whatever size hull I can manage with the best mix of weapons and defenses I can afford (I do like to use defenses to a degree). b) Sensor Ship - a tiny hull, built to match the speed and range of my warships

22 Replies 7,541 Views

I'm not sure that i have a strong opinion on the production issue, but it would certainly be nice to be able to queue ships to be built (and also perhaps even queue technologies to be researched).

36 Replies 20,034 Views

Currently when a civ declines it almost never recovers ie few planets = poor tech, poor econ etc. How about: When a civilisation is on the verge of being wiped out or sverely declining there could be a possible event that overthrows the current leader and creates an evil dictatorship. The dictator would have a number of special military and economic powers such

13 Replies 6,182 Views

There are definitely some good ideas in there but bear in mind the issue raised in one of the recent journal articles: most features are easy to implement; the hard part is designing the AI to work intelligently with those features. It certainly seems like the player should be able to warn away ships that are within a few parsecs of his own planets, just like the AI can. That one's a no brainer in my book. Also, one race building starbases within one or two parsecs of one of

29 Replies 18,133 Views

It's been ages since I read about a game in a magazine. These days, the Internet review sites are where I go to keep track of what's out and what's about to be released. For that reason, the best advertising is to make a good game that gets reviewed positively (as this one has done) and then provide good support that earns good word of mouth (as this one has done). Getting previews out to the review sites is a good step too, assuming that the product is ready to be previewed. My tw

45 Replies 67,393 Views

Not in the slightest bit interested. I'd rather that the designers spent time on features that impacted gameplay rather than aesthetics (especially since I'm guessing that ship models and jewelry are going to be one of the most popular user-modded items). Actually, I guess i should revise that and say, if it took the designers away from doing more important stuff, then no. If they didn't have anything better to do (which I seriously doubt), more race-specific hulls would be a "nice

101 Replies 39,244 Views

Like I said, features are easy, making a smart AI to use those features is not. Speaking as a non-programmer, thank you for making that point. I'd never thought about it quite that way.

25 Replies 34,104 Views

I have no idea if this has been suggested before (or whether, even more embarrassingly, I'm missing something in the game interface) but would anyone else find it useful if you could see the mini-map while you were in the planet management window? Sometimes while I'm going through my selection of building options, I need to see which one of my planets i'm dealing with (i.e., exactly WHERE in the galaxy it's located). The name doesn't work for me, though I sometimes use a naming convention that

0 Replies 1,961 Views

How about scrapping the defence roll altogether and instead letting defences act more like hit points? ("Shields at 60% captain"!) That way you could reduce the variance substantially and defence would actually be useful, but swarms of fighters would still have a chance against huge ships if they had enough combined firepower. You could either give defences a

23 Replies 27,351 Views

Ideally I want the game to be so hard I need every single exploit to survive. Depending on how you define "exploit," I'm not sure that I'd agree with that (I'm not saying that you're not entitled to your opinion). By my reckoning, an "exploit" is a way of taking advantage of a game feature that the AI can't really counter. So, basically, you'

12 Replies 13,639 Views

It is true that vessels with less room for equipment could begin to suffer when variance becomes limited. After all, the lucky shot they're depending on is removed for the most part. Large ships will become more predictable by stacking on more and more, leaving the little guys unable to scratch them. This is taking reliability to the extreme and will be just as 'game-break

23 Replies 27,351 Views