[quote quoting="post"]I never get tired of that.[/quote] And if the generals' intelligence was set to "really intelligent", they wouldn't declare war on me when I have one transport in their space . . . the one they gave me the previous turn [e digicons];P[/e]
rls669
That's as it should be IMO, since as in that example auto-upgrading across tech trees could result in massive construction/maintenance cost increases.
[quote who="CaptainYar" reply="17" id="1905826"]Once you've gotten all the techs youwant or need, you can effectively stop the AI from getting anymore techs. Say once I get the final weapon and defence techs and everything else I want and the AI is still far behind I can stop all research for everyone. [/quote] And so what? It's still a single player game, the AI is hardly going to care if you "cheat". Meanwhile, more options for the player is always a
Here's an idea -- make the GNN window tabbed. One tab for ship builds, one for improvements, one for diplomatic stuff, etc. Have everything presented in an organized manner, and all at once so there are no out of sequence popups jerking the game's focus all over the map.
Something else I just thought of -- don't let popups boot me out of whatever screen I'm in. I'm going through the list of build events and suddenly a culture flip popup takes me to a different planet. Then before I can get build orders or the governor sorted out for that planet another flip takes me to another planet. So now I don't know what the hell's going on and I've got planets going to waste producing nothing. When I have to keep a notepad by my desk and write
A minor point, but I'd like to see different diplomatic text depending on if the player started a war or not. It makes no sense for someone to contact me and say "your war with X has no merit, therefore we're attacking" or "your war machine must be stopped" etc, when I was the victim of the war in question. Something like "we're taking this opportunity to kick you while you're down" would be much more appropriate :D
And one more thing: for the love of all that's holy, give us an option to NOT AUTO-UPGRADE FARMS! Without turning off autoupgrades altogether.
What's funny is that 16:9 has become the standard for HDTV . . . but most movies are now released in 2.4:1 superduper widescreen, so even with a "widescreen" tv you've either got to zoom in and crop the edges, or letterbox it.
+1 for updating all non-widescreen content. And might as well do up everything in 16:9 while you're at it, from what I hear the monitor and hdtv manufacturers are doing away with the silliness of having 2 different widescreen aspect ratios and 16:10 will be dead soon.
[quote who="thehandofzarquon" reply="6" id="1891795"]First, I gotta say that I absolutely love the way an Immense Abundant Habitable/Frequent Special Worlds map feels. It just... feels "right". Kinda like the first time I played an Immense map during the TA beta. The two new game setup options were a very, very pleasant suprise for me. [/quote] Suddenly, the Iconian super ability isn't so useless. With mostly extreme worlds they were more powerful than everyone else put to
I love the option to fill the galaxy with mostly extreme planets. Makes for a whole new game. It's just as awesome as I thought it would be when I suggested it last winter [e digicons]:grin:[/e]
[quote]Hello,i would like to see: 1. A fleet based range/support module to build tanker style cargo ships e.g. Fuel generator, cost: 70, size: 20, +50% Fleet range 2. A fleet based repair module for specialist maintenance shipse.g. Repair bay cost: 70, size: 15, +10% repair 3. A new weapons ability: capture ship[/quote] I like these a lot.
Another thing I'd like: an option to choose the proportion of extreme environment planets when setting up a game. One slider that would add a ton of gameplay variety IMO.
Forgot to add: Please add a checkbox to disable auto-upgrade of farms without disabling upgrades in general. Or make the game remember that I've cancelled that upgrade. As it is, I have to remember which planets have farms on food bonuses and manually upgrade everything else because if I leave autoupgrade on it'll keep trying to build a new farm.
[quote]1. Fix the MCC. I know, you already know about it...but you asked...[/quote]+1 for this. And by fixed, I mean give it the planet flipping bonus, not the econ bonus. [quote]4. Thalan Starbase attack modules please...[/quote]For the love of all that's holy, yes. I must've complained about this a dozen times during the beta. The lack of resource mining modules with any race that doesn't have the standard factories is nearly as bad. It's like I have a choice between indefensible useles
[quote]It looks great.Now please don't think i was looking for something wrong, but.... on the Tounament screen it should say "threw in their lot" not "through". And on the campain screen it should say "she and her crew". Sorry but I just don't want all of your hard work marred by a little spelling error.[/quote] OTOH, I think the misspelling of "idiocy" on the Drengin research screen should remain. It just seems appropriate :D
[quote]PS: Cari, do you know if boogiebac received my response to the email he sent yesterday? (cc to you) My mail client was acting strange yesterday and I don't want to spam you guys by resending the mail.[/quote]I got one of those, no response here either yet. I wouldn't worry about it :)
[quote]All right, I'll make it so that the survey ship will be like the attack ships in that it won't show up in the list of available ships to build, but it doesn't have anything stripped from it.[/quote]Excellent! Thank you very much. Now at least we'll be able to find some planets. Of course the other races with faster colony ships will get there first anyway :D
Having a survey ship 1pc/week slower than the others is already a handicap. A 1pc/week survey ship is useless, especially for a race that's already weak in the early game.
[quote]Is that why the Arcean Flagship has a speed of only 1 pc/week?[/quote]That has to be an unintended consequence. The Arcaen speed penalty is bad enough without crippling the flagship.
[quote]I think Brad's friend Bruce is missing something when he criticize Galciv 2 for lack of multiplayer. that is a game's replayability value. if a game do not have multiplayer value, then for it to have long shevle life, it needs to have great replayability value.[/quote]Totally agree. A strategy game's value is in the infinite replayability of single player, and I don't want to see one minute of dev time diverted from this to multiplayer. A regular FPS is different, you play through it
In my humblest opinion you cannot just rape the religious vocabulary of one world religion and use it as a commonly slang word for "holy war", which may be the literal meaning in its native language, but does not keep track of the whole deepness of its meaning. By the way - i am christian and i would as well not appreciate everyone calling taking a sh*t by the word "genesis". [/quote] The trouble is, no one else is required to care about any deepness of meaning [I]you[/I] give to something.
I've noticed recently that the AI seem more inclined to all build the same type of weapons.
No need to get overly pedantic. Whatever the specific application to Islam, the literal meaning of the word is "holy war" or "holy struggle" and it's being used appropriately here. Just as "crusade" has common usage and need not refer specifically to historical events involving Christianity. If you want to nitpick about it, I suggest starting with Frank Herbert.
[quote]I saw something mentionned about finnally fixing the tech trees so that some races can get to build decent starbases. I just played a game as Yor w the new beta and there isn't any change i can notice in the tech tree to accomodate starbase/mining modules. Am I missing something or is that a bug?[/quote] AFAIK, races with non-terran type factories still can't get over 14% resource bonuses, and the Thalan Hyperion Starbase tech still doesn't give a mining or attack module. The Sin