LordZarth

LordZarth

Joined Member # 2923169
16 Posts 253 Replies 5,679 Reputation

Piu lesu domine, dona eis requiem. *SLAP*Piu lesu domine, dona eis requiem. *SLAP* Piu lesu domine, dona eis requiem. *SLAP* NECROMANCY! NECROMANCY! I REVIVE YOU, THREAD! On a more serious note... could a dev please respond to the following question: Given that we think that THESE OPTIONS (no brokering, no racial tech trading) are IMPERATIVE, how hard would it be to implement each? I ask this because I am the usual one defending you on not putting thi

31 Replies 29,610 Views

[quote]They have never sent me a trade ship even. They don't build starbases or even mine asteroids. It is a space fairing race right? Yeah, they arean't a major power. But they should be able to do stuff.Um... the do build starbases and trade.[/quote] Too much.

40 Replies 10,122 Views

[quote]You say unlimited, but I somehow doubt I'd be able to replicate my Super Raider idea or Desmond's Super Philosopher idea[/quote] How can you 'somehow doubt'? The answer is obviously 'of course not!'. [quote]Additionally you speak as if they'd take as much time to code one super ability as they would coding the entire system for editing techs, which, as unfamiliar with coding as I am, seems a little hard to swallow.[/quote] Erm, 'lol'? If you've never even dabble

20 Replies 22,011 Views

[quote]It all really depends on what the priorities of the devs are. I am fully aware that there would be a lot of work involved in something like this. I also know that the devs have said that they intend to constantly work on this game to make it better. If they decide that customization is a big deal, then this would be a possible way to do it. The AI is already getting modified on a fairly consistent basis.Yes, it may be difficult, but I have every confidence in the devs, should they decide

20 Replies 22,011 Views

[quote] the devs didn't just add that new hardware to the game -- they also had to make sure the AI knows at what point in the game it makes sense to start building a TS, how to deploy and defend TS's, and how to prioritize attacking an enemy TS when it appears on their horizon. [/quote] Yes... but this part [quote] just add that new hardware to the game [/quote] Is not a 'just'! That's very hard!

20 Replies 22,011 Views

[quote]That sounds a bit promising, but I haven't played the beta yet, nor how I read anything about a tech editor. I'm not sure how creative you'd be able to get with it, however, as far as unique modules like the spore module or my suggested Raider and Stealth modules, or abilities that go beyond the general framework of the game.We haven't seen the TA expansion's tech tree editor yet. I think it's likely that it will allow re-naming, re-arranging and changing the stats for features already in

20 Replies 22,011 Views

Not just dice... the whole point of mega events is that they are not totally random. Each has a trigger. Therefore, it is actually more true than you may have thought that if you get yourself into a position where it will suck to get one, you get one.

15 Replies 14,568 Views

[quote]Hi!AI is probably going to clean the floor with me during my initial forays into the GalCiv II universe,As a self-proclaimed hardcore TBS gamer going back to the days of "Empire" on the PC and "M.U.L.E."Ummm, don't expect too much from AI. It is true you need to learn the game mechanics, but AI can do only so much. It's good at colonization and micro-managing their empires, but lacks somewhat in warfaring. Anyway, welcome!BR, Iztok[/quote] Depends on your skill level... AI cream

19 Replies 16,634 Views

[quote]4. New ships? When?The AI ship builder doesn't inform us when a new ships are designed. Maybe having an icon on the side, like we have for spies, ships, and finished planet developments would be of help.[/quote] If they only design once in a while, I would expect more than this! At least a special popup, like we get for wonders, maybe a movie showing a ship launching a shipyard--at least for the first time you auto-design--and the intelligence screen to pop up. I think t

10 Replies 21,375 Views

[quote]Or English isn't his first language...PS. You misspelled "patches" and "extremely".Well, I was drunk. ;[/quote] :D

12 Replies 4,980 Views

[quote]net result is that any ship using them is going to be more powerful, but much more expensive as well[/quote] [quote]since they are both more powerful per unit AND more cost effective[/quote] Not sure how these two sentences fit.

9 Replies 6,714 Views

[quote]It gave you the feeling like you have the flexibility to be a "Zerg" design philosophy race, with lots of cheap small ships, or an "Borg" design, with fewer but massively powerful ships. [/quote] Already implemented. Huge ships = crippling maintenance and cost = powerful but few; Tiny ships = cheap and not costly for maintenace = weak but THE HORDE IS COMING!

9 Replies 6,714 Views

[quote]I once had a home planet with a 700% and 2 300% industry tiles. Once I added a manufacturing capitol and a quantum power source, I was pumping out large scale ships every turn. I was the master of the universe! The Krynn and the Dragen were no match. I made them beg for mercy.[/quote] No. Only the base points. So,[quote]so here's a thought. if the 700% is only for the building, does this apply to say, a tech capital? a 100% bonus multiplied by 700%?[/quote] No.

18 Replies 12,152 Views