Yes, everyone knows that sarcasm is the ultimate energy source.
RemingtonRyder
Minefields are a huge waste of resources in space. It would make far more sense to disperse some nanobots that are attracted to large energy signatures and can paint the sneaky ships onto your hyperwave sensor grid.
So I guess if the original poster was unfamiliar with the term 'dogpile' they sure are now. :P
One of the things I'd be interested to see in GC3 is that when you mod an existing or new tech, the cost for it in-game is determined on the fly according to a few factors. For example: ability bonuses on the tech, new components or buildings made available, the existence of similar components or buildings, and any racial competencies or penalties with that particular type of technology, as well as the usual modifiers for galaxy size and game pace (tech speed). You might r
Everyone has their own particular preferences and while the vast majority of players might prefer to have weapon sounds, some might not. Personally I found some of the weapon sound effects in GC2 so annoying or loud or quiet that I had to change them. Your auditory mileage may vary.
Well you could still have internal sounds - because if your ships have atmosphere you can hear what's going on inside them - but in GC2 at least you wouldn't be able to pick out an internal sound at random and play it when there's a weapon impact. It would be the same sound each time a particular weapon is used.
I know, it's just that typically I tend to find that it's a while before they get around to it. I guess I forgot about the bonus on the tech.
The Altarians have a late-game building (the Dark Energy Lab) which gives them a significant bonus to Weapons. This effectively cancels out the penalty. But you're right, until they build it they're at a significant disadvantage. That's why, when you're setting up a galaxy with Altarians, you should always have a race in the mix which shares their alignment so that they can use their Super Organiser ability.
It's possible to mod this in GC2, so I imagine you could do the same in GC3.
I tend to find it's not the AI that I need to worry about in a game of GalCiv 2, but the pace of my own development. If I dawdle too long the AI has a military and starts with the extortion, but when I have a military and I'm not blatantly parking transports next to their worlds, they tend to leave me alone. Especially when I'm paying them all to go ten rounds with each other. ;) The AI poses a threat right up until I start winning. I find that toppling o
I'm hoping for two more map sizes beyond that, 'Where is everyone?' and 'I hope no-one is afraid of the dark.' ;)
Well just so you know, I got a reply back from GOG this morning. Cue drumroll. I made a typo in my e-mail address when I signed up. Feel free to point and laugh. ;)
I think in principle that GOG is great for games which have gone out of circulation, but it's not so hot for games which are still selling in other outlets. Your mileage may vary (mine appears to suck). Game piracy hurts future game development and may lead to price inflation or more draconian measures, neither of which are good for the honest game consumer. There is a case for making games less reliant on an internet connection, or more tolerant of an offline status
The editors with GC2 have a few problems, like adding XML when they shouldn't, or not adding it when they should. I would have liked to be able to see which techs a particular tech leads to, saving me a lot of clicking around. A copy-paste to and from spreadsheet would have been an awesome time-saver.
[quote who="DivineWrath" reply="212" id="3413571"]I never said it would be easy. I'm no fool (though I might sound like one at times). The amount of work needed frightens me. Steam has big lead. They were around early. They've been developing for over 10 years. They have the largest user base. I don't think that money is a concern for them. Everything is going well for them, and they are expanding. Nearly everyone who has tried to compete with Steam has had access to mo
If I was going to buy three copies of a game I'd want a little discount. I mean okay, Steam does have some pretty cracking sales, I will admit, but a multi-buy discount could lead to greater customer satisfaction and reduce the temptation to pirate.
[quote who="DivineWrath" reply="40" id="3406608"] Its unfortunate that something bad happened to your account. I don't know what that was. Have you tried contacting tech support? They should be able to fix it.[/quote] I did try to contact them. They never replied. I know I have an account because I noted down a username and password! I could annoy them about it again but if they can't answer the first ticket, I don't hold out much hope for them an
[quote who="WIllythemailboy" reply="71" id="3413466"] Quoting MarvinKosh, reply 68Freighters spawn a mini-freighter when they set up a trade route, starbases could similarly set up a supply freighter which ferries supplies (production) from a designated planet. This would default to the closest planet which isn't over-committed to providing building supplies. This would make setting up remote starbases a teeny bit more problematic, as the longer the supply lin
I'm guessing some of you will have seen already but some retail game stores now have a digital download section. I don't know how well it works for them, but in the case of the local GAME store it's a whole shelf full of PC games that would have been occupied by something else. Your mileage may vary.
Freighters spawn a mini-freighter when they set up a trade route, starbases could similarly set up a supply freighter which ferries supplies (production) from a designated planet. This would default to the closest planet which isn't over-committed to providing building supplies. This would make setting up remote starbases a teeny bit more problematic, as the longer the supply line is the more chances that a supply freighter will be raided by enemies (just like trade freighte
I think I would like to see a couple of new functions with starbases. Like an Ore Refinery module for starbases in far away uninhabited systems, which takes the output of a nearby mined asteroid field (thus minimsing the amount lost in transport) and turns it into a rush-buy commodity. This in turn reduces the cost of buying out production or doing upgrades to just the labour cost, whatever that might be, until the commodity runs out.
The real hazard to ships travelling your space is not from armed starbases but from gravitational anomalies along the intended flight path. A typical galaxy is vast and ever-changing. If you haven't got updated navigational information from the local Gravitational Positioning System then you would be forced to make a little jump, scan ahead, then make another little jump, and so on. Or you could take your chances and maybe burn out your hyperdrive because you didn'
Michael, it's not really that bad, it's just that this forum uses a painfully teeny default font (at least it looks that way to me) and there isn't much line spacing. So to be intelligible pretty much everyone has to break their text up with paragraphs. :/
[quote who="Wintersong" reply="7" id="3412467"]http://www.acapela-group.com/text-to-speech-interactive-demo.html http://www.text2speech.org/ http://codewelt.com/proj/speak[/quote] Like I said, sounds like an automated answering service. If you want a quality voice with the right inflections, you need a human to do the job. For now, anyway. In the future, all bets are off.
The Jagged Knife fails because it's so much of a wrench that players often reload. If it was like the other colony breakaway events, growing slowly over time, then the human player(s) would have a choice - combat the new threat or let it erode their opponents and soften them up.