I would like to ask, if there will be a mac version of Galciv2, so that I can buy and play it too? With the intel chips inside the new mac generation, it should be easier to convert it.
Klaus1416
Sadly SEV will have realtime tactical combat. There was nothing wrong with TB-tactical combat in SE1-4. En contraire, the player could evaluate the perfomance of his ships in this way. Tactical combat and the excellent "tactical combat simulator" have been essential tools for constantly improving the qualitiy of your own ship designs. And it was fun too. The only problem was that tactical combat could last very long. For me it was just a minor problem, because if I play a 4x game I kn
Iam not sure if it is important to have single ship crews in a game where you can replay the fate of whole planets and empires. The magic word is "scale". In a small level tacitcal game where there is combat between different space fleets, crew quality of single ships would be important. But in strategic galciv IMO a crew quality feature would be too detailed.
Lord Kiron As Funboy stated ion another thread - "it's strategic game. it will not be any tactical combat whatsoever" . well, nobody says something about "tactical combat". Accurately this would mean small unit combat. (eg. platoon, company) What I said is that for example MOO2 (which was also a strategic game) did ground combat
As it looks now, the ground combat "system" in galciv 2 is not very apart from the old one in Galciv1. Which was very cheesy and disappointing. I cannot understand why one makes a 4x game and dont integrate a good combat system for ground forces. Lets see the classic games approach to this topic: -MOO2 tried it and it was ok. (option to buy marine barracks and command points draining due to invasion transporters) -Star General tried it and it was very good. (the plan
A release in machine language would be fine no discrimination to our mechanical friends
Macs are not only better for sound and graphic. They are the better computers in every parameter - except price.
One problem with SEV is that is is not fully TB. Its tactical combat part is realttime.
sorry to hear that.
Please forgive me if this topic has been beaten to death, but I had an idea which could be a solution for ground combat. So ships are designed. On one side you have Beamers, massdrivers and missiles and on the defending end you have shields, armor and evasion. Then you have special systems which you can develope and add. The more the heavier the ship will be and the more it will cost. A similar system could be good for ground combat units too.
Is it possible in Galciv II to name a certain region with own creative names? Can the players name terrainsets like asteroidbelts or gas clouds? This would be fine. Its much better in the remembering of people if they fight the "Battle of Black Nebula IV" than to fight some battle in a anonym unnamed terrain which depicts a black colored gas cloud. Very useful would also be "signs" you can freely set and designate anywhere on the map in between your own national
Will Galciv also be realeased for Mac?
One very good feature of MOO2 has been the miniaturization concept for the most items (not for fighters or antimissiles - grmpff) ) Is this possible in Galciv II too? Example Miniballs 2 kost 10 tons per cannon to build in and if you go up the research tree, Miniballs 2 cost only 8 tons per cannon. This leads to some very intreesting decisions. Should I integrate
One question: is it possible to design carrier vessels full loaded with fighters? I hope so. I like all these tiny but fast fighter swarms of the MOO series and of Space Empires. And I like also Wing Commander and Star Wars with its X-wing stuff. So fighter rules should be really a blast.
A good place to look for such advanced strategies is the SEIV forum at shrapnel-games.com. SEIV is not only a combat game. Fleet logistics and economical strategy is also important for winning - especially against a human player.
em without extra ships. Watch Starship Troopers and feel the dirt between your teeth.
which I dont hope) then area weapons are not possible. @navan good ideas, this would be an excellent addtition to the colonization system (I like the space elevator)
which I dont hope) then area weapons are not possible. @navan good ideas, this would be an excellent addtition to the colonization system (I like the space elevator)
any size with fighter modules, similar to shields modules or mass drivers modules.
I would like to post some ideas I had for GC2. 1. Combat a. Area weapons - weapons which hit more than 1 ship. example combat begins - combat screen pops up and program lines up enemy ships on one side and friendly ships on other side. normally a weapon can hit the ship at the opposite end of the enemy row. An area weapon can hit this ship AND the adjacent enemy ships. b. Alternative Ground combat model A militar