Hi, I've played TI with just 3 players and didn't like it too much. But then again I've never been too fond of the game even with more players. It's a game I'd love to like, but it encourages turtling too much to my taste. That said, Fantasy Flight Games published Starcraft the Boardgame with very similar mechanics. It plays in a very similar way to TI except that there's less non-war stuff and fighting is more fun. Attackers get all sorts of little bonuses and turtling is not
Vallu751
Okay, finally got it. The checkbox in the options needed to be off even for your own designs.
[quote who="Rhedd_V" reply="18" id="1919052"] Of course you can modify an existing design. Just open it in the shipyard, and go to work. If you open a design, everything will be there. If you open a template, however, all components will be cleared, but there's a checkbox in the options screen to stop that. Either way you can do it easily. Somewhere on the interface I'm sure it says what the troop/colonist capacity of a selected ship is. Probably in the "intellig
I have to say that I think the original poster makes a very good point. Although my view differs in some aspects. The best implementation of space lanes, open space movement, teleport gates and whatnot is arguably in Sword of the Stars. Different races have different methods of moving through space, and they all coexist in the same setting. Humans use traditional space lanes, Hivers crawl in sublight speeds but can set up instant teleportation gates when they finally get to their dest
[quote who="Mistralok" reply="15" id="1918017"] . I would strongly suggest that you learn the optimal way to design your own ships, as this is one of the core stregnths in the game. [/quote] Regarding the ship designing, is it possible to modify an existing design? I mean going to the design screen with the components of a selected design there. That's how I used to do it in MoO all the time: After I get a new weapons tech, I'd go change the weapons of an existing design whi
[quote who="Mistralok" reply="3" id="1913246"]It's always heartening to see a 'lapsed' GalCiv player come back into the fold. Sole Sole has given some good advice, per usual, but let me expand a bit. 1) The combat system is *basically* the same, in that there is still the 3 offense/defensive types, but there have been changes. As of DA, each weapon on a ship now fires individually, rather than all at once. As of TA, you have the option to let the game design your ships for you (and
Thank you Sole Soul, that was very informative. I took a look at the wiki and it did provide a lot of the information I've been interested in. Even though I will live in hope for more in-game information and explanations, I think I can live with this. I also believe your statement that losing the excess production is not as big a deal as I imagined. I suppose if I deliberately avoid using my spies to peak on enemy colonies, I could live with that feature as well. Maybe a rule
Hi, I used to play Galciv I a lot. Galciv II a bit less, and then finally quit playing soon after getting the Dark Avatar expansion. I felt that the expansions and updates were adding new features while leaving some very annoying little things untouched. Now after two years or so, I'm thinking of getting Dark Avatar, but I'd like to hear what the current situation is with a few features I disliked: 1) Combat System Last that I checked, the combat system had three
Yeah, And I have to admit that I don't usually post stuff like "great stuff, blahblah", I just wanted to bump the great suggestions a bit closer to the attention of the devs
Great suggestions! I like the way DA improved the usability of the game, adding some of these would make the game even more enjoyable. Personally I'd rate these as more critical than most balance / AI improvements right now.
It's nice to know Stardock is fixing many of the problems. I guess the only gripe remaining is the use of percentages. I wonder how big a change it would be to simply drop the percentage sign from where it doesn't belong. +1 speed instead of +1% speed... Hopefully a small leap for programmers, but a huge leap for usability.
Hi, Back in GalCiv 1 I had to go through a lot of trouble to understand what the different bonuses were in fact doing. +1% sensor range wasn't a 1% increase in range as most of you probably know by now. This knowledge had to be learned by trial & error. I've recently bought GalCiv 2 and noticed that for some reason this item hasn't been fixed yet. Different bonuses are very counter-intuitive and some are downright controversial or