[quote who="Zydor" reply="59" id="3409739"] Quoting Cikomyr, reply 58 CivV's early gameplay (like, immediately after the release) wasn't optimal. Not optimal ..... rofl .... freeking nightmare!! I canned it after Pack1, and I had been an avid Civ fan from Civ2 inclusive onwards. .... but .... Brads comment acknowledging earlier hassles, but ending "Civ V today is pretty fun I think", has already convinced me to give it another go
Cikomyr
[quote who="Frogboy" reply="49" id="3409522"] Just to recap: Almost every new feature we've added is something that I wish we had had in GalCiv II. Some of it is so obvious that it's embarrassing. Some things are tiny like, for instance, making it easier to have symetrical elements in ship design. Others have to do with the United Planets and diplomacy. Next time you load up GalCiv II, you can kind of tell the kinds of things that we should
A thing that is always interesting to deal with in early game of Civilization games is the ever-present threat of barbarians cropping over the map. Not necessarily a major threat; but still something you have to deal with. It's something that have been lacking.. a bit in the past GalCiv2. I know GalCiv3 has been promised to have a more "alive" galaxy; so it's most likely they will consider having these "neutral yet hostile" threats. However, if I could offer som
Well, the "building blocks" are a bit akin to CivV's social policies, no? I really liked that mechanic.
there is little way to make a hexgrid into a 3d space. Unless you have a nongrid universe a la Sword of the Stars, I doubt a 3d map would be applicable. Or even desirable.
[quote who="1xador" reply="20" id="3408998"] Quoting Cikomyr, reply 17 I find the idea of a nomad civilization a bit silly in a universe similar to GalCiv2. How so? I could easily see the humans with the Patriot fleet going nomad as they get pushed off of the colonies, kind of Battlestar Galactica esque.[/quote] Except that BSG was a relatively empty galaxy. GalCiv's games usually end up with a heavily filled-up galaxy, with every
[quote who="Echelion" reply="42" id="3408988"] If you want a carrier type fleet do what I do I build 1xlarge/huge hull as the "Carrier" and use tiny/small hulls as fighters/bombers. I re-state "IT aint broke dont fix it!" if you want proper carriers go play sins they have them on there.[/quote] man, what is it with people who are fucking obsessed with Carriers? I propose an elaborate suggestion as to how to make multi-size ship fleets viable, and people
What IS GalCiv? That's a more loaded question than you can think
"Elemental" does have a nice ring to it. It's very possible Stardock may redeem the franchise with its next itteration. Although you should probably better name the expansions within its naming scheme. It shouldn't have been "Legendary Heroes", but "Heroes of Elemental". "Fallen Enchantress".... well, let's be honest. It was a hail mary pass to salvage the project. I don't think it was a bad idea to.. step away from "Elemental" until you could salvage yo
[quote who="Voqar" reply="39" id="3408780"] I guess I don't get it. You can already mix ship sizes. As your tech improves your smaller ships can become pretty powerful. The current system has a lot of flexibility. The idea of smaller ships being the most powerful (unless they are high tech vs low tech opponents of course) is kind of silly to me. [/quote] Most powerful in the cost-efficient meaning. 1 s
I find the idea of a nomad civilization a bit silly in a universe similar to GalCiv2.
I still prefer the idea that groups of smaller ships should be more powerful than a larger ship. Buck for bucks, smaller ship are going to give you bigger punch. But larger weapons have special qualities; longer range perhaps. Or AoE. Or special anti-Capital or special anti-fighter. Which justify the appearance of larger vessels on the battlefield, but does not invalidate the presence of smaller ships.
[quote who="MottiKhan" reply="13" id="3408274"] Quoting chaverinou, reply 11 Giving a pirate flag to our ships to make them corsair is a good idea but should be balanced to have a negative effect on the player using that (he could be catch and pay a fine...) Quoting Starbound_Dust, reply 12 This is where espionage comes in, using spies you should be able to determine which race the pirate ships belong to and then if they make an ill judged act of p
Wouldnt it be better if events like Jagged Knife had some sort of buildup, instead of just one big "fuck'em all"? Foreshadowing is always best for major change, even if it's only hints and clue that could point to a developping situation that could blow in your face. Obviously, a military buildup on your part would precipitate the bad things :D
[quote who="WIllythemailboy" reply="31" id="3408080"]Quoting Cikomyr, reply 30In my new proposed system; after the initial volley, the Corvettes would be down to 80% of their firepower while the Battlecruiser (down to 80% hit point) would be down to 50% of its initial firepower. It's easy to figure out why the Flotilla would gain the advantage. Ultimately, a diversified base for your firepower would prevent its easy crippling. That system would put larger ships at enough of a d
Obviously, the game's combat mechanic will have to be revamped entirely. You are 100% right; the old system favored bigger ships. I think one big problem is the trope named "critical existence failure"; where a starship would still perform and fight at 100% capacity even when down to its last hit point. When I think of it; I believe the solution would be to have a ship's system failure occur much, much before its hull breakdown. For example; a ship down to 80% h
Well, I suppose the OP wants some ways to spice up endgame. I always felt fighting your own designs usually is the scariest thing a player have to face. The idea of a split in your empire; the emergence of separatist, regionalist factions would be interesting, don't you think? After all, the stories of the inevitable decadence of the Great Star Empire and the shattering of their central power base is a very, very common element in most sci-fi stories.
I certainly like the idea of giving a pirate flag to certain ships; making them a free game for everybody else, but also available to raid ennemies. People previously proposed the idea of stealth starbases hidden in asteroids. Well we could also have stealth pirate bases that give bonuses to your neighbouring pirating activities; maybe a spawn point for your pirate fleet.
[quote who="nomotog" reply="26" id="3407838"] Quoting WIllythemailboy, reply 24 Quoting nomotog, reply 22Why has stardock been resistant? Mainly that they don't do anything you can't do without them. There's nothing a fighter can do that a tiny hull couldn't, the push for carriers is mostly people that want to evade the logistics cap (see reply #19) or just on a mindless "lol carriers are cool" rant. If done correctly they could be a good addition,
[quote who="RonLugge" reply="23" id="3407805"] Quoting Cikomyr, reply 21 Yhea, sure. Ignore entirely all my other propositions and just focus on the fact that I propose "carrier" as one of the ship class. Given that carriers are central to your proposed design, that's not too unreasonable.[/quote] Except that my proposed design merely a representation of my core ideas, which are: 1- Smaller
I'd rather we see a naturally grown empire rather than a game of pure reach-and-grab. Having a strong and logically built empire should be preferrable to a colonisation system that expanded too far and too wide. Better a few key well developped worlds than a multitude of underdevelopped colonies.
[quote who="Zydor" reply="18" id="3407693"] Stardock have resisted Carriers many times - and that's what this is - a Carrier thread by another name.[/quote] Yhea, sure. Ignore entirely all my other propositions and just focus on the fact that I propose "carrier" as one of the ship class.
Hi there! One aspect of GalCiv II I really loved was the cultural warfare. Quite the passive-aggressive way of gaining territory and making your allies (and cold warriors) sweat without firing a hot. Part of the reason I love the Cultural Diffusion mod for Civilization V; which is so similar to GalCiv2's mechanic. Culture spread faster along rivers, plains and roads; but are stopped by forests, deserts, rivers, hills and mountains. Suddenly, road placement have a very important pe
[quote who="Replicators" reply="10" id="3407161"]Have none of you ever played GC2? GC2's ship builder is miles ahead of SD. All I want from GC3's ship builder is GC2's features + anything else.[/quote] Disagreed. Totally. GC2's ship builder was just plugging modules on holes. Weapon placement, shield placement, etc.. were all purely cosmetic. There was no functionality to the build beyon
I am not so sure about different bonuses for different species. However, I like you idea about diversifying weapon's properties. For example; Flak Turrets (MD) could only be outfitted on Frigates or bigger ships. But their anti-fighter missile equivalent; SRMS, can be outfitted on a smaller corvette. Each offer different advantages. So your fleet composition and shape may be influenced by your weapon research focus. You add diversity based on