I played LoTRO for a while too, but quit several months before they released the first expansion. The problem with MMOs for me is that they all suffer from the same end-game problems: endless re-running of the same few instances dujour requiring huge groups of people (usually involving a lot of wasted time waiting around for everyone to get organized) for the slimest hope of geting an insignificant upgrade to a single piece of equipment for every 20 or so hours of time invested not havi
Soulfire777
Overall I really love this game, but there are a couple things missing that I find very frustrating: I really wish GalCiv included actual BORDERS, including open/closed border agreements, etc. It's really annoying that one empire can send a huge war fleet into another and they can't be asked to withdraw their ships or anything. The target civ is forced to either declare war first themselves (incurring a diplomatic penalty just for defending themselves) or else let the inva
No I was not seeing any new features. I uninstalled GalCiv 2 and both expansions, then re-installed from scratch...seemed to fix the problem.
I installed the TA 2.0 update via impulse, but when I run the game it still sais it's v1.96. The option to upgrade to 2.0 is now absent in Impulse like it thinks the update was successful, except it didn't work and I can't get it to run v2.0? Will I need to uninstall TA and reinstall from scratch to fix this?
I'd like to see 3-5 hotkeys added where you could program the zoom levels you like to use the most instead of having to use the mouse wheel or the defaults. It would also be very nice to be able to see which components could be added to starbases without having to send a constructor. Not just how many, but which ones.
I'd like to see an option to start with all homeworlds having a point by system for buying 1-2 low level bonus tiles and getting rid of the "luck" factor on homeworld quality. The way it is now, the quality of your homeworld just has way too much influence over your whole game. I think this should be an option so people who like the luck factor can still have it. More different types of bonus tiles on planets would be really cool too (money, ship bonuses, etc.)
More detail: Whenever I go to build a starbase, the dialog that opens which tells how many starbases you already have and what your logistics level is, it always seems to think I only have one starbase no matter how many I REALLY have.
In the newest version of TA, I seem to be able to build an unlimited number of starbases without paying cash for them regardless of what my logistics skill is at.
[quote]Regarding forgetting the starships orbiting a planet... I've solved this problem by not sending the ship to the planet, but sending it right up to the planet. I would always forget about transports that I had sent out to pick up troops.Now I just send the ship up to the planet and once it gets there it will show up when I click "find". Then I can just drop the transport into orbit, load it up, and send it on its way.Perhaps a programming solution would be that ships just entering orbit
Wow I had the "galactopedia" before the expansion, but could not find an updated version for Twilight when I checked for it. This will help a lot, thanks. =)
[quote]If you right click on the tech, you get lots of info. There's also a button on the tech screen that gives you more info along with tool tips that explain even more.[/quote] Ok thank you very much! That will help a LOT with my research decisions. Sorry I assumed you had not thought to put this in the game when in reality it was MY fault for not knowing that feature was there. Is there any way on the starbases to know which modules remain available to be built and what th
Hi, Stardock, when it comes to designing great games, you guys rock! When it comes to providing documentation and in-game information access to help players make intelligent decisions however, your games often leave a lot to be desired. =( A strategy game is all about making decisions, so adding a few simple ways to allow players to access information required to make INTELLIGENT decisions (as opposed to just guessing) goes a long way towards making a the gameplay experi
There is no way to disable it that I know of, but there is an inherent randomness to warfare in real life as well. When you plan an assault in real life, the best you can hope for is an overall idea of how you will do statistically - the actual RESULTS of that combat often are quite different from what is predicted. The simple truth is that in real combat, there are many factors that cannot be accurately predicted - and the longer a time period over which that battle lasts magn
If an AI gets hold of a decent early weapons tech, they will usually tend to continue developing it further unless they get something better. Knowing this, you can strongly influence what kinds of weapons the AIs will use in the midgame and even into the endgame: A trick I like to use is selling an early weapon tech that is better than the AIs already have to EVERYONE - then developing the defense to that weapon tech and keeping THAT to myself. The trick is doing this early eno
Yea, I guess the real question is what does "natural abilities +50%" mean exactly?
I have read that the "tough" difficulty setting is maximum AI capability with no cheats, but when I set the difficulty to tough and look at the AI personality settings, it sais their "natural abilities" get a +50% bonus. This is the racial bonuses that you buy when you create/modify your race, right (like +X percent to production, research, economy, etc.)? Am I misunderstanding this, or does using the "tough" setting essentially make the AI races a lot stronger than my race?
Since upgrading a planetary building costs just as much as building from scratch, it would be very nice to have some ways to prevent upgrading buildings until all the empty or terraformable tiles on a planet are used up. The easiest way to help would be if the summary screen after each turn specified whether any given build project was an upgrade or not. For example: Planet X has just completed building a ________ and will begin building a _______ (upgrade). Currently it sais
At first I thought it only affected econ treaties too. So, since I needed money so badly, I decided to demand sums of credits and techs instead. They agreed to all my demands, but when I actually checked my tech tree and credit total after bullying everybody, I didn't actually have ANY of the stuff they had agreed to give me.
Apparently, diplomatic "demanding" is totally broken for the player (although NOT for the AIs)- at least in the latest DA patch. When you demand something from the AI (without giving anything in return), even if they AGREE to your demand, you don't actually get what they agree to give you - although you DO still suffer the diplomatic relationship penalty for demanding something from them. This seems to only affect the player - not the AIs. <img src="http://images.stardock.com/
Having the option to track (have the camera follow between turns) foreign warships and transports when they are in your territory would be very helpful on larger maps, and maybe even have something in the turn summary when enemy warships enter your territory? A "treaty of honor" where both parties agree to declare war before they attack each other would be an interesting diplomatic addition. Declaring war under these conditions would remove all ships from the opposing empire's borders.
I would love a convenient way to know which modules can currently be built on any given starbase (and exactly what they do) without having to send a constructor there to find out. The way it is now, you have to GUESS about where you should send your constructors, and if you are wrong you waste a lot of time. An quick and easy way to allow this would be to just use the exact same dialog box that pops up when you send a constructor there to build (showing you what you can build) - only y
1) I think it would be cool if each civ's starting flagship had an attack value of 1. 2) Adding economic bonus tiles to planets would be cool and add more variety to planets. 3) I would like to have the option to make all starting planets (homeworlds) have identical (or at least equivalent) bonus tiles. Having one race start with 1000% or more of bonus tiles on their homeworld while others get nothing unbalances the game from the beginning.
My suggestions: 1) Please allow us to program our own zoom/viewing angle presets over the 1-4 keys so that we can use those hot keys to quickly access the settings WE like to use. 2) Allow the player to change civilization colors and icons after a game is in progress. It can be confusing when more than one civ has the same icon or similar colors, and if you use the blind starting position option, sometimes you don't know this will be a problem until a couple hours into a game.
It would be REALLY nice if you could do this DURING the actual game (not just in the setup phase). It can be really confusing when more that one race in a game has similar colors or the same icons - and you don't always know until later in the game if this will be a problem (especially if you use the option where you don't see where everyone starts until you explore the universe).
I can't ever seem to get anybody to give me an economic treaty?!? Even when my economy is much stronger than theirs (and thus my 10% is worth a lot more than their 10%) and they like me, they won't even consider it. Just to see what would happen, I offered my economic treaty (which was worth 2-3x anybody else's) and like 8-10 good techs, and they STILL would not accept it? What's up with this? I don't have this problem with research treaties?