[quote]Re: ImperialGuardYou can get that same information by flying a ship by one of the AI player's war ships and taking a peak at it. I don't see how that change is necessary given that it doesn't stop the player from designing ships to counter another faction.[/quote] Good point OrzInvasion ! I guess it would not accomplish anything then. Thanks for pointing this out. :)
ImperialGuard
I just came up with another suggestion, that would not be "huge" to implement and I believe would make the game more challenging to the human player. In a recent game, I met a race, and contacted them in the trade screen. I looked through the techs they had for trade, and noticed that they had Laser 1, 2, 3 available for trade. As this race is a threat to me, I know now that in order to counter their ships, I need to build Deflectors on my ships to counter the lasers.<br
Thanks mate ! Will try some of those suggestions Cheers
I am amazed at some of the space ships that have been designed !! I can't figure out how they do that :p When I go into the designer, I have some prefabricated hulls (depending on size) and a "square" hull. I figured "okay use the square hull ... that's a generic hull that you use to build onto..." But I find it very confusing to use, and not sure if that is what it is used for ! any suggestions would be V
Well, only be playing ToA for a short while, but so far it has been great!! Couple of ideas: 1) Revamp the documentation for the game (this includes finishing the documentation for ToA). A Civopedia (sp?) like in CIV 4. - Let me look at every item in the game, tell me what it does, tell me how to get it - Tell me what each option when starting a new games does and what each option in the Option screen does (tool tips would be best for this...) - Revi
[quote]but for my money the elimination of the colony rush is an unsung triumph no other gaming house seems to have a achieved. There is an initial colony phase, of course, cant avoid that - but the stupid mechanical "rush like helll or be doomed" seems to have disappeared in gigantic & immense, replaced by a more intelligent strategic choice of actions - and thats what Strategy games are supposed to be about. But thats my view based on Immense.[/quote] Zy ... do you say that (colony r
Thanks very much for the info on where to find it.
Hi All ! Downloaded Twilight recently. and so far so good (the economy is killing me but will get it sorted out :) ) One thing I can't find when starting a new game, is the option to allow the AI to use "extra CPU cycles" during the game. [Not sure of the actual name of the setting....hope this makes it clear what I mean...] Want to make my AI as tough and smart as possible ... any help/suggestions would be appreci
Not a change to the game code but I would love to see Stardock run a GOTM (Game of the Month) like they do over at CivFanatics for Civilization !!!! (or partner with them and let them run it....) This type of "service" really adds to the longevity etc.. of the game. Maybe I'm truly missing something, but the Metaverse just doesn't seem to elicit the same sort of fun etc..
removed I think....
I'm sorry, but these cultural/political/territory borders (whatever you want to call them) are implemented CORRECTLY in GALVCIV2. I believe we have all just become accustomed to Civilization-style border behaviour. Here on earth, there is NOTHING stopping Canada from moving our troo
Hi RedShade.... I was in your shoes earlier this week!!!! The good news is that I am once again a happy camper. Let me tell you what I know: -- Agreed, the documentation/explantations etc... for activation etc.. are probably somewhere on some website (Stardock??) but a poor job on explaining this stuff !!!! -- In the EULA that you "agree to" when ins
you probably knew this, but just in case.... -- You can only build one ship at a time per planet. -- I do not think you can "queue" up ships to be built on the planet....(like you can social projects) -- However, you can build many ships simultaneously by building one per planet......(as long as each planet has a ship yard)
Had to do the "email my activation" routine, because my computer with GalCiv2 installed is not on the NET. Sent in the email about two hours ago with the subject and body portions. Haven't received a reply.... Does it take a while??? (looked like it might have been an automated process...) Anybody know?? thanks in advance...
Check out the new GalCivilopedia that was just created by a user!!! It should help understand what you need to research to get what you need........ "in theory"
Many, many thanks to Christoph Nahr !! This may be THE MOST important and critical feature that can be added to the game environment....
Well, you have to credit schizzledizzle with at least a constructive, though-out post of his opinion, as oppossed to the usual one liner tirade.....
top 5 reasons sales are going so well ??? 1) Awesome game - it's fun, immersive, addictive ... (I could go on with more adjectives ) 2) Amazing Developer - communicates with the end-user -- *gasp* ASKS the end-user what he thinks and wants 3) Good Price Point - I paid $39 for it. How can you go wrong for that price?? 4) 5) hmmm...thought I had 5 reasons....ca
Absolutely a fantastic game!!!!! Some more simple "tweaks" that could help: 1) On the trade screen, when you right click on a technology, you get a summary of what that technology is all about (fantastic! ) -- could you make the window that pops up bigger, to display all of the different "sections" at one glance?? --> I always have to scroll down to see what ship compone