The other thing going on that was not anticipated is that our company is physically moving to a brand-new building. You want to tal about slippage -- we were SUPPOSED to be in that building "no later" than March 31. But construction and finishing of the building took them longer than expected and now migration is occuring in the middle of our
Ugleb
We will also be ending the open beta until Fall shortly after Beta 2's release. So if you want to get Beta 2, now is the time to pre-order the game. Fresh off the main page today. Last chance to get in on the beta is to pre-order/get a TNG sbscription before the second week of June, when Beta 2 is due out.
Sounds good to me. I only wish I had been able to sign up as a beta tester. One word for those who are working on it. Release it when it's ready. It's not too late to get in on the Beta, if you pre-order you can download it. Beta 2 starts soon.
If someone didn't find any major defects with the first one, what is the hook to get me to purchase the second? In a nutshell: 3D game engine - it zooms, rotates, has light sourcing, better animation (current beta has no textures etc) and the planets are much better looking Ship building - design your own ship
Fuzzy, the Rock-Paper-Siccsors analogy just doesn't really apply to GCII's combat system. Each of the three weapon types functions in exactly the same way, if a ship had no defences at all it would be equally vulnerable to all three weapons. The system simply means that if you focus on a weapon type which your opponent is poorly equiped to defend against,. you at an advantage. Likewise, if you are attacked by a weapon type you have poor defences against you are in
Not quite like that. Each weapon type is countered by a defence, so lasers are countered by shields. This means trhat you will need to design ships to counter the opponent you are currently fighting. So for example, if the Drengin attacked you and turn out to focus on laser technology, you should equip your ships with extra shield generators to neutralise them.
Does this mean that the ai is perfected? Not for Beta 2, in Beta 1 the ai is almost non-existant, Beta 2 it might actually try to fight back
In looking at the reviews pointed to by this forum I have to wonder how detailed our control of battles will be. With only three types of weapons and three types of defense mentioned in the reviews it looks like adding something like carriers and fighters would require a considerable design change. I'm not convinced
Now, the question is, would fighter bays in GC2 add to the fun in any noticable way? I think they could, in a very distinct way. If the extended attack range concept is adopted, at a certain point in the game carriers will appear and open up a new style of combat. Instead of just being another ship to 'head butt' an enemy ship with, we will hav
For Mind-boggling sized galaxies, I'd want soem instant-port technology available. LOL too right! It's a good job we're discussing just such a feature in another thread.....
As for your system, I think we could simplify it. Please consider... FighterCraft have: Range: How far a fighter craft can go Capital Target Weaponry: good for hitting ground and big ships Anti-Fighter Weaponry: good for shooting down other fighters Give players a certain number of "design points" for their tech reseach, and
Well, GoblinCookie's proposal to me sounds like a purely graphical feature, I don't think it would actually affect the player any more or less than the red icon in GC1, other than looking cooler. It may even serve as a more persuasive indicator that the plyer is looking at a deteriorating situation, which sounds good to me. I think the points AngleWyrm is raising are effectively already in the game, unrest on planets builds over time, and I th
Fighters: Can attack other fighters (or missiles) with the correct armament Can attack capital-ships with correct the armament Can attack multiple times, while each missile can attack only once Must be attacked with point-defense weapons Are more difficult to hit with point-defense weapons than missiles (ECM, piloting skills, etc)
Actually, I think afiedreke simply wants even bigger maps than GC1 offered. Tiny, small, medium, large, huge, gigagantic, collossal, and mindboggling.
I'm quite happy with the concept of the trade off, this system offers you a strategic choice. Do you build many cheap ships and swamp the enemy, or do you focus on a few very powerful ships? You can't have both as your economy won't be able to support it, and the more powerful you make the ship the longer it will take to build. A small number of powerful ships will mean that each ship has to cover a larger area to compensate for the fleet's lack of numbe
I can understand people wanting intant teleportation between two points (especially your main worlds). Please remember, the starting star gates did not provdide that functionality. It provided extremely slow transport between select points, and was only used because they had no faster alternatives. It took them years and years and years to trav
Would these fighter bay modules actually be doing anything different, or are they merely substituting conventional weapon and defence modules? If a module of Mass Driver armed attack fighters adds 1 point to the ship's Mass driver attack strength, doesn't that mean its simply a Mass driver with a different name? Now, if fighters add something in addition to a 1 point attack/defence bonus, they have a justification. Maybe interceptors add a point of defence
IMHO the most needed diplomatic concept should be a kind of Peace Treaty or Cease Fire Treaty. For a given period of time, both races agree not to wage war on each other. If the treaty is broken before it expires, the attacker should be penalized, for instance by a loss of morale, morality worsening, diplomatic relations with other civilization
GalCiv could do with a handy, basic, right click info. Very handy for remembering what a tech might grant in negotiation in particular, but useful elsewhere as well. Or maybe Ctrl+Right Click, as right click is used to order ship movment. But then, I suppose there isnt much on the map screen that you'd want to get te
According to Brad... it won't be free or automatic. You will hit choose "Upgrade ship" for an individual ship (in your influence), or you will give an order at your Ship Designer screen to "Upgrade this model". There will be a *cost* to it. We don't know the exact formula that will be used, but we do know that there is a BC cost associated with
As I said in the other thread, BOTF really didn't utilize them. Note his explanation. The AI pathing would use them, if it could reach you in the first place. But it didn't leaverage them. Made them just another exploit for the player. The best decision the makers of BOTF made concerning wormholes was having them as an option. Turn the option o
It's something I like too, Moo2's research holograms were one of my favourite little touches. I agree the cityscapes look nice, but I always thought they tend to look quite generic, one city/colony looking much like another. I dunno, just my opinion. It's all something I'm sure stardock would like to put in, but I 'm not sure that we're going to see it in GCII, due to budget and time constraints. GCIII however..... <img src="http://images.stardock.com/
My proposal is to make static wormholes connecting two points in space. These should be found in any part of the map, and be discoverable with the right survey equipment (or by seeing a ship emerge). It should then be possible to build a starbase on a terminus thus controlling what gets into that end. If two different players control the two te
Yea I like that and reguarly use cheaper longer ranged and faster colony ships (Bear in mind I'm not playing the beta) How are you manging to optimise the start ships to be so much better? Surely the basic colony ship design takes advantage of your starting technology? Do you have to sacrifice people carrying or som
And multiplayer, as a feature, is a very very expensive feature to put in. It's more effort to put in multiplayer, in terms of cost, than it has cost to put in ship design and play as any race COMBINED. And so when we put together our budgets, the question boils down to: Would users prefer to have multiplayer or would they wish to have ship