acromanagers while not interfering with the micromanagers, and the middle ground people could ignore them entirely if they chose.
CariElf
l, it might have gotten out of whack.
We will probably have modules that add the abilities that the Paladin, Sovereign, Wraith and Vampire ships had. Where they will fall in the tech tree, I don't know.
Efthimios, check out our journals where I show screenshots of tactical mode.
I start getting an uneasy feeling every time that someone asks for a way to automate something. Zoning + queues are reasonable for the planet management screen. Queues on starbases combined with rallypoints are reasonable. Maybe a research queue. But I keep seeing new suggestions for things that people want to be automated, like what fleets should attack. And at some point, you're just going to be sitting there hitting the turn button. Is that fun? Sh
Well, I'm here, of course. Hi magus! Long time no see!
The sectors are going to be bigger than they were in Gal Civ 1. We're going to play with the size of the sector, the number of possible stars, and the number of possible planets in it to get the best look/functionality out of it.
atever zoom you are comfortable working with. I made all my screenshots with tactical mode because the difference in viewable area is most noticeable.
1024 x 768, you'll be able to run at a higher resolution, either in windowed mode or fullscreen. I'll post an example in the journals section.
Well there is already the Paladin ship from AP that heals other ships. Also, you will be able to use constructors to repair starbases.
ow end machines as long as they have video cards that support Direct 9.0.
I believe that we're not even going to have the ability to trade money over a period of time.
You can mod your screen files to change the fonts if you want to, though.
, in order to have sectors that aren't cluttered. The shipyard is not in that screenshot. It'll be in a fixed location in orbit of the planet.
uld I change my mind?
Not in the first release, but we've talked about doing a multiplayer expansion pack.
me way, except that they'll have a range as opposed to being limited to a sector with artificial lines. We will probably add some kind of queue/optional auto upgrade system, but we haven't discussed how it will work yet.
Each civilization will have preset abilities, unless you choose the custom race and make your own. The custom race is the only one where you will get to pick your racial abilities.
SPhillips3001, Your post was removed because you were deliberately trying to spread false information, which you DO NOT have any right to do.
to the starbase itself. So a military starbase will only be able to have military modules (no culture or trade modules). So each starbase will have its own appearance based on what kind of starbase it is.
e by building multiple SoilEnhancements on it, then build a farm on it. But once the farm is there, you can't build a factory in that same tile.
, it is only because we can't put everything into Gal Civ 2 without running over schedule and we do intend to make sequels to Gal Civ for awhile.
Yes, the planet class will be capped at 36.
Yes you will be able to name the planets and search for them by name.
IBNobody, The tech tree will be much cleaner than it was in Gal Civ 1. If you (or anyone else) have any suggestions of what you would like new techs to unlock, please list them here.