JdeFalconr

JdeFalconr

Joined Member # 2499781
6 Posts 16 Replies 435 Reputation

[quote who="abiessener" reply="71" id="3451710"] You guys are all way too nice I'd offer a time for the game to be available, but it's not 100% under our control so I don't want to promise anything. You can be sure our plan is to be in the office for launch in case anything dumb happens, though. And just to calm some fears, the team is aware of the feedback on the "swimming" ships do as they move straight north. Making that more attractive is something

78 Replies 93,921 Views

To add my $.02 I was not a fan of how ships moved "vertically" on that hex grid, bouncing back and forth as they move between hexes. I get that it's a necessary consequence of hexes as opposed to squares and perhaps the accelerated gameplay exacerbated the effect. But it made ship movement seem more cartoon-ish, in a childlike way. The only way I can think to negate that would be to program the game to move a ship directly vertically along such a path while still counting each hex along t

78 Replies 93,921 Views

I personally thought that the shipbuilding aspect was one of my favorite parts of the game. Thankfully the process of actually constructing the ship and adding components was completely optional in GalCiv2. My expectation is that it'll be the same for GalCiv3.

18 Replies 84,380 Views

I too am interested in this. You would have to think, however, that the Founder's Elite package will stop being offered sometime during Beta testing. If it includes the option to name a star system they have to finalize that aspect of their code at some point. While naming a star likely just means a line item in a text file that file has to be "completed" to prep for distribution of the game.

28 Replies 111,120 Views

Another really cool way to accomplish what the OP suggests is to randomly have the game generate a set of "fluff" statistics, maybe even a brief narrative. What if each planet or star system came with a small "Extra Info Panel" that was, in part, fueled by the development choices you make. What if the main export of your agricultural world was semi-sentient legumes, or your industrial world produced the galaxy's supply of lubricants? You could have a set of fluff info something like:

62 Replies 230,393 Views

[quote who="TheNosferatu" reply="1" id="2544467"] if you let bounty control the pirates after they have set out you basicly allow the players to decide what the pirates do, which shouldn't be the case,[/quote] Isn't that the way it is now? Highest bountied target gets attacked, and each player (either AI or human) posts the bounty? I agree, though, that after they set out players shouldn't be able to control them any more. I think you have a good point about continuing to

6 Replies 4,341 Views

So here's a thought: why not make the amount of time the pirates stay at their target star system correlate to how much money was paid to them? There might need to be some tweaking of the current amount of bounty taken away for damage done (i.e. let them stick around a reasonable amount of time). If the pirates are just in it for the money this would mean that once the money runs out so do they. If pirates are just too buff why not limit the amount of time they'll spend taking out a p

6 Replies 4,341 Views

Sweet deal, thanks guys!! One thing I'm wondering: just how much less damage will pirates take now? Even if their gauss guns are less powerful if they're taking less damage from attacks doesn't that mean they'll be around longer to pound on stuff, thus increasing the total amount of damage they do? I wonder what the net effect is, how long the pirates have to be around for there to be a net gain in damage (weaker guns more armor) compared to how they were before (bigger

10 Replies 30,120 Views

D'oh my friend and I just had this happen to us hardcore...we both looked at planets and saw completely different things. If I make the above settings changes and reload our save game will that produce some useful data?

28 Replies 16,629 Views

Hi everyone, I didn't see a mention of this bug yet but if I missed it my apologies. In a game I was playing over the last couple days I noticed a truly frustrating bug where I would send a fleet to a different planet but about half of the fleet would take one route and the other half of the fleet took a different route. This is of course a huge problem for obvious reasons, especially when one of the groups' path takes it through "unsafe" territory. In the below screenshot I sent that one fle

2 Replies 10,323 Views

OK this should be helpful in troubleshooting (hopefully) Previously I ONLY had Ship Detail and Building Detail set to "highest." I turned them both down to just "High" and I haven't yet had a minidump after

61 Replies 111,556 Views

I've got this minidump issue as well. I made sure to patch religiously previous to installing Entrenchment, and I still keep up-to-date. Vid drivers are the most recent ones, too. If it would help I'd be happy to send my minidump file somewhere. Vista 64 Athlon 64 3200+ K8N Neo 2 Platinum 2gb PC3200 DDR Sapphire x800 Pro 256mb Etc. Etc. Etc.

61 Replies 111,556 Views

[quote who="tetleytea" reply="3" id="1959169"]Mumblefratz is the person you want to talk to when it comes to 16 starbases, maximizing trade, etc.. However, I will tell you, don't worry too much about Trade. It was a big deal in Galciv1, but not Galciv2. In Galciv2, Trade is useful more for diplomacy than it is to make money.[/quote] I would have to disagree with you on that. I usually play as Korx or a Korx-like custom race with super trader and trade generally

20 Replies 54,810 Views

I checekd the Wiki site for the info but it was unfortunately too vague on this point. Besides the four starbases per sector limit, how many starbases can simultaneously affect a single object, either a freighter on a trade route or a planet? Even with the four-per-sector limit I could see more than four starbases affecting a single object in-game (by putting starbases in the corners of the sectors). Also, I need to know how to properly space trade starbases along a route to give the most adv

20 Replies 54,810 Views

Fantastic board game. My buddies and I have played it a number of times. I would strongly reccommend using some of the house rules for it that I believe are available on the Fantasy Flight Games boards. In particular I would advise using the ones that enable "threaded" turns as well as some of the ones that modify victory conditions and the Imperial strategy card. The "Age of Empire" one mentioned in a previous reply is also a good one to use. They greatly improve the game's quality.

37 Replies 224,194 Views

[quote]No one plays it.It's buggy.Minidump error is pure epic fail.No patches.Developers sleep.No games available for 3/4 of the day.Games are too longServer and Host issues omfg.Minidump error is more fail[/quote] Given the fact that you seem to want to just complain and not constructively work toward solutions to the "problems" you've listed I can't see how this post benefits anyone at all. If you'd like to offer some constructive ideas for solutions or substantiate your complaints pl

5 Replies 4,746 Views

There's only one problem with this game: it's made by EA. Stardock has, in my opinion, set the standard for how a company should interact with its customers and fans. EA is quite the opposite. BF2 and BF2142 are my examples - abhorrent patch support, poor responsiveness to problems, terrible game performance, an out-of-the-box game that was buggy and obviously pushed out the door, pushing out sequels and content packs so close to each other in an obvious bid to milk money from playe

116 Replies 259,698 Views

I too have seen it go both ways, with one resource being more scarce than others. There are good ways to get around this issue: 1. Play TEC and research all the crystal-production techs. Build refineries. 2. Upgrade civ infrastructure on your planets and use trade stations to build credit income and refineries to boost resource harvesting. Also sell off excess metal. Then purchase crystal to make up for insufficient supply. 3. Colonize more, especially crystal-producing planets.

12 Replies 9,794 Views

You know, if you'd stop playing on pre-set maps and go with random ones a "rush" would never be a problem. Not only would you have to wade through the "local militia" at all the planets along the way, plus avoid the pirate base wherever it may be, but you would actually have to take time finding the opponents' home planet. Of course if you're playing on a pre-set map you'll know from the start exactly where their homeworld is, plus all of the other planets along the way, and there goes most of t

27 Replies 15,519 Views

I agree that if you let the other player build up ships with RA it's really your own fault. The thing I disagree with about RA is that it gives you access to ships that you haven't researched yet. While I understand the in-game backstory behind RA and how that facilitates getting the different ships I think that in terms of game balance you shouldn't be able to get unresearched ships in this manner.

50 Replies 19,405 Views