The GalCiv2 series has always been one of my favorite strategic SF and among my most favorite games of all times. Thank you for thinking of freshening it up and not forgetting about it. Incremental tweaks to the GalCiv2 engine are fine with me.
Kosty
Anything that can be done to improve rally point management would be appreciated. Plus setup options to allow greater for speed maximums on huge maps to avoid the tedium of chugging for years across large maps expansive regions.
This game has among the best "just one more turn" mojos out there. Its part of the magic they captured including the balance between simplicity and level of detail.
Normal level is a below average AI. What was your size of sandbox and how many turns in the game did you play and what type of victory did you manage?
Nah, I loved GalCiv I at the time, but GalCiv2 is like what the original wanted to be when it grew up. You can find the backstory around, but that really doesn't matter in sandbox games. Concept is the same, the execution is just more elegant in Galciv2 with much better playability and eye candy. Galciv1 is the proto Galciv2.
Another tadpole? Hooray!
you can check the prompt ignore turns remaining opton in the setup
I have played some epics games already, but sadly they are slipping from my memory. I love this idea and the shear audacity of the concept wins praise. You're even reaching high than I thought you were. Looking forward to it!
Darth Kyro: This was the reason that sometimes when I gained new tech levels and went back to upgrade a ship design, an existing design actuaaly was using more space than I had. Right?
I understand also that the craters on the darkside are actually rendered 2km nearer to the northern lunar pole based off a baseline corresponding to the lunar equator.
Some more feedback on the beta: I just captured a planet where two tiles that granted a 100% influence bonus were being used for research. Maybe this makes some sense, sometimes, but it looked like less than stellar planet management to me. This was at a high difficulty level, so it was unlikely that the computer player was just making silly mistakes. [Edit] I also
Frogboy: Any chance you guys will tweak the tech chart so the known issues, on values being identical or not increasing in effectiveness can be changed. I know we can mod it, but I would like to have some obvious issues fixed for Metaverse games. I can post some of the main issues, but I'm sure you've seen them.
Since this is a bug fix beta, there shouldn't be too many bugs. But remember, for the priviledge of playing the latest and greatest version, you check your whining at the door. If you find a problem, bring it to the developers attention, and be glad you could it, because you are helping to improve the game. Come live a while on the cutting edge of the Galactic Civilization revolution. Download the beta, live on the wild side. <img src="http://images.stardock.com/gc2/T_DL/smi
Thanks for the kind words. As for users who don't agree with the "balancing" of weapons and tech, that data is in an XML file. Feel free to change them to whatever you want them to be. In the \data\english\ directory Won't that pop the cheater flag on a metaverse game?
One of the joys of GalCiv2 is that it has the right mix of complexity and simplicity once you learn its mechanics. The user interface allows for simpliefied ideas to been see and for a lot of simplified variables to interact. Some things like pop=taxpayers=marines add to the mechanics and flow of the game. Hopefully the new DA planet change will complicate things a little but still keep the understanding of the concepts simple. I like your thoughts, maybe some of your ideas
At higher levels the AI fights better. Sensor range is a AI limiting factor. The AI doesn't quit like a flesh and blood player would, delay tactics are sometimes its only option. The AI tends to min def every planet. Stops rush invasions with fast transports. The game is a simulation, some empires are just militarily inept. Think France in 1940. Coordinating fleets is tough for AI developement. Should get better in 1.3 and beyond. Play at higher AI levels, increased pro
Th ehuge gaps in the production chart are actually just 1 turn going to zero production when you load a saved game. You actually get a free movement turn with no production. fixed in 1.3 we are told. May that bug die an ugly death.
Economic graph reflects money income. Money income relays a lot on population and population growth. As Torians you have high pop growth and high morale which leads to more pop growth. High amount of taxpayers means a lot of income. Income shows up on the econ graph. Play at harder levels, live the good life (and sometimes lose with honour))
Kinda makes you apreciate the gang from Stardock?
Just o n e t u r n m o r e .. before I go to bed....well maybe one more, just one more,.....
https://forums.galciv2.com/?aid=119293#929855 This thread had a lot of great ship naming ideas https://forums.galciv2.com/?aid=119293#929855
If you are talking about the autopilot lines, they show up when you have a destination selected that lasts more than 1 move. They are shown on the map when the ship is selected and you have that option checked on the setup menu.
Yep. Its not a bug. Due to be fixed in 1.3.
Nope. The planetary colonization technology and the changes in the expansion due this fall ,Dark Avatar, will have a real impact on the colonization race though.