Overall, with a list this big I'd have to ask if you're playing the right game! Stardock and Brad are insanely tolerant. I'm hoping they have a punching bag in the office. A lot of us in our (programming) shop wish we had one - you just need something to pummel when crackheaded clients start making ridiculous and unreasonable demands or bug solving is driving you insane. <img src="http://images.stardock.com/gc2/T_DL/smiles/Tongue.gif" bor
Voqar
"rediculous II" sounds like the name of a planet - I may have to use that in my next game.
The AIs seemingly giving up and/or surrendering in a seemingly random manner would be ok once in a while. I just get tired of it happening regularly and usually totally unbalancing a previously good game.
I wouldn't want to see cloaking to the point of invisibility but being able to reduce enemy detection range via sensors with cloaking sounds interesting - but there's no point unless your enemies are using a lot of sensing tech to do serious tracking of you and others in the first place. GalCiv1 had terror stars that could destroy planets. Personally I don't care for the idea since I think these types of games are about building an empire, not reducing the galaxy to vapor - but I can
It's an interesting system that involves several levels of "potentials" but it's working as designed and both the player and AIs operate under the same system.
I should hope they can steal from us since we can steal from them. You might also seek your intel somewhere other than trade window deductions.
I agree with some of the gameplay points and have experienced some of the bugs described, but about half of what the OP posted is user issues (ignorance). You could argue that the game interfaces and manual could explain some things better but many of these topics have appeared on the forums multiple times and have been thoroughly explained (population, for ex).
Stardock rules, no doubt about it. I absolutely despise having to put a CD in to play a game. I also despise invasive copy protection. I pay for my games and I don't like being treated like a criminal. Besides, nobody has ever stopped hackers and pirates and they never will. Someone will always find a way to crack copy protection. There is no point in punishing paying customers. The Stardock method of instead rewarding paying
Let's see, as a user, do I want: 1. Invasive drivers that always run, are installed without notification, and that nobody sane would ever install if given a choice. StarForce, WebTangent, etc. 2. CD required to launch a game I've paid for (usually applies alongside #1 too for double the nuisance). 3. No copy protection, enter serial number once, and not only get bug fixes but additional free content, gameplay enhanc
"For example, we were quite disturbed to discover that the company that makes Starforce provided a working URL to a list of pirated GalCiv II torrents. I'm not sure whether what they did was illegal or not, but it's troubling nevertheless and was totally unnecessary. " If that's true I surely hope there's a way to sue. There needs to be an internet-wide call to action against starfoce and any loser distributors that use it. No gamer wants starforce on their PC. None. It's bad enou
I like the economic model in GalCiv for the most part. Planets are large entities and it'd be nice to have more granular control over what each planet is doing. It'd be nice to have less waste (very easy to have planets with no socials to build, for ex). Ultimately I can live with the system as is. It works well and it's equally fair between players and the AIs. Far too many GalCiv2 players want GalCiv2 to be MOO2 wit
Hopefully for Civ V they'll focus less dev time on modding support and less time on multiplayer support and spend a lot more time on making the highest quality single player experience possible and a much more stable and efficient executable. Yes, my post has nothing to do with the article snippet. So I'll add: I think Soren misquoted the budget for GC2. That's closer to the figure for GC1, I believe. GC2's budget was still smaller than a lot of games that are nowhere ne
Avoiding the use of silly exploits is hardly adjusting your difficulty level. You found a way to cheese the AI. Congrats. It's not a normal or intuitive approach to the early game so just don't do it and get over it.
To further the point of Astax, part of the backstory is that we've already met these civilizations. I would think that while being in communication with them we'd have some notion of where they are. That may be but it's kinda sad...I guess that makes this a 3X game since the exploration part barely exists? <img src="http://images.stardock.com
IMO the carrier concept doesn't really fit the GalCiv2 model and really isn't necessary. It's not that complicated to build fast ships that can cover crazy amounts of sectors and still have plenty of firepower. Carriers don't really fit into the fleet and logistics model of GC either. It would also be a lot of hassle to code up the AI to build and/or use them, deal with them, and/or prioritize them as targets. Coding AI to deal with one specialized ship type isn't as efficient as t
This forum needs moderation (to delete threads with titles like this one and ban the user into submission) - and it needs much better performance, but that's another rant. It's odd - I've been a programmer for 20+ years yet I have no desire to mod games or use mods for games. I've also designed roleplaying games and some computer games. IMO, most modders should just give it up and design and code their own games instead of complaining about the games they buy, play for a f
Some people design some amazing ships. I typically don't. They look cool enough to me just because all ships look cool in GC2, but I'm not into the depth of design that some enjoy. I usually want to create slighly upgraded design #300 and get into production quickly. I upgrade my designs frequently, it seems. It'd be nice if carrying over designs between games was optional, because I'd prefer that it not happen. It's exceptionally rare that I research the exact same tech sequence
I usually don't like how the surrender mechanice works either. "We've decided to surrender to the Drengin, we hope they'll treat us well" O. K. Whatevah. It's an interesting twist but it gets old quick when it's commonplace. The AI shouldn't go out of its way to be completely irritating each and every game. It's unfun to have to build up the forces to completely take out an opponent in one turn to avoid ridiculous surrender scenarios.<
I'd like to see the handling of treaties improved in GC2. It's something that has evolved nicely in the Civ series with Civ IV being pretty much cheese-proof. There simply has to be limitations on settling for peace or re-declaring war to avoid easy manipulation of AIs (or erratic AI behavior). I'd also like to see limitations on tech whoring. There are lots of great ideas on this topic in other threds that I think would be easy to impliment that would do nothing but good. <br
GC2 isn't MOO and isn't trying to be. The games have some things in common but fortunately they're different enough to be distinct and have their own character. The main problem is that GC2 is not MOO or Starwars or any other game, GC2 is GC2, this is what I like about this game, it has its own way of going, sorry but I don't think that by trying to make GC2 as
I've seen this happen too. :-/
Create a (completely) custom race? I don't think you can alter the starting techs of the stock races.
Well of course if you: 1 - Use cheat codes (probably don't but you did mention using them) 2 - Pick your opponents favorably and otherwise setup the game to maximize every advantage for yourself 3 - Exploit the game in ways the AIs do not ...then you're going to win regardless of difficutly setting. If you want a real challenge play without customizing a certain win and play without exploiting. You may have some good points but overall this r
Alternate game idea: Ship Designer Idol (think American Idol ripoff). You put your designs up before a panel of judges featuring: - A Torian (to reperesent Paula Adbdul) - A dude from that squirrel race (to represent Randy Jackson, think "wassup dawg" repeatedly in a high pitched squeaky voice). - A C3P0-like Yor droid (as Simon, complete with british accent) verbally abusing you and your designs The galactic senate would randomly vote off contesta
It would be nice if there was an explicit indicator anytime war is declared on you. Sometimes the AIs delcare, sometimes you just slip into war due to refusing to pay tribute. You can easily play in ignorant bliss not knowing you're at war. A player should not have to constantly check the diplo/treaty status screen/tab regularly to see if they've mysteriously entered a war.