To prevent unnecessary spammage, I renamed the topic for the new giveaway to fit into it. This time Zombie it throwing UFO Aftershock at us, for FREE! Post and get a game, it doesn't get much easier than that. If you're not familiar with UFO series, you ought to be! ;) In short; I always considered UFO trilogy as a true spiritual successor to X-COM. Naturally, we now h
Space Voyager
The Beginning of the Golden Days , says Josh. Well, posted in August.
ElanaAhova, I'm guessing you already posted, so you'll be getting the game. Uberlicker, I completely agree. This is not meant for old X-COM fans, more for people who want to play a great piece of gaming history and/or are mentally preparing for XCOM2, which is coming in November. :D Than again, I find myself more and more replaying old games (and have a big fondness for the late 8-bit resurgence), so who knows, I may start TFTD again. It i
Some of you might know that X-COM:Terror From the Deep celebrates it's 20th birthday this year. So in observance of this momentous occasion, Zombie at StrategyCore decided to do something special: giveaway 10 free Steam keys for the game. Link to the forum and very simple rules of engagement: http://www.strategycore.co.uk/forums/topic/11159-zombies-tftd-giveaway/
[quote who="Frogboy" reply="61" id="3552365"] This thread is a great example of why we don't allow for tactical control of units. Because someone would have made a unit within infinite kiting ability and we'd be spending development resources endlessly dealing with that rather than focusing on making the overall game better. [/quote] Only with bad balancing... Kiting = high mass of ships (ammo), slow acceleration, easy to catch if not properly defended. Ad
BigBadB, when you try hard to misunderstand, you will. Frankly I'd wish for a lot more variability in battles, but for that they would have to be calculated on the fly, not in front. If battles were calculated on the fly, ship behaviour would mean a whole lot more.
[quote who="Frogboy" reply="23" id="3542091"] Not happening. I am very very much against the idea of being able to pick all 3 specializations. They're supposed to be a CHOICE you're making at the exclusion of the others. [/quote] There are other ways of forcing a player to take a single specialization route. It can take a looong research path before the specialization is really useful, which would keep a player on a single research - or have none of them of any
Oh, I thought this was a thread on how many space strategy games are coming out. Which would also be true. :)
I'd love it far more if researching everything is possible, but just not viable. Too much time-resources... Oh, and having a random tech tree, SotS-like, is awesome. Adapt, you bee-liner!
The game will be pirated, GoG or no GoG. A lot of Steam-only games are pirated. It all boils down to players, whether they recognize the game's worth or not. A DRM-full game will usually be cracked even sooner as it is a challenge...
Two Brad's posts: https://forums.galciv3.com/451740/page/2/#replies https://forums.galciv3.com/452054/page/1/#replies Both imply pre-battle setup of some kind. Not direct clicking, but more than just assigning roles to ships.
Never heard. May be that I never wanted, but I really don't remember that. I do remember Brad announcing exciting things in battles early on. Though assigning roles to ships etc. does fit the role a player of a strategy game should have much more than giving movement orders.
But... You had to click it to know, it is already doing nasty things!!! ;) Thank you, I edited the post.
There is an ongoing Kickstarter project for Halcyon 6 . Better don't click that link or you will be forced to back it, seriously. I did my best to overcome the desire but I failed. I'm a spineless sucker for good sci-fi ideas, I know.
Sword of the Stars 1 with all the expansions.
There has never been a developer saying that nope. Just un-fans.
Will there eventually be any decisions for the player to be made during the battle?
Yep, things change. That seemed like a fundamental design decision - given by Brad himself - and until it is cancelled by the developers, I won't give up hope. Because without that hope and actual addition, GC3 is basically a GC2 expansion, gameplay-wise. Differently named research and hexes don't bring a fundamental difference. The battle viewer shown was a huge disappointment. Oooo, I can see something I can do squat about... What is the point really?!
Not YET. It was never said never. This was said however: [quote who="Frogboy" reply="30" id="3439753"] What you'll have here is if you have support ships in your fleet you'll be able to set up some battle options before the fleet battle begins. its hard to describe, it's a bit magic the gathering (select what you want to do at the start). but you won't be controlling the ships directly. The problem is that people would feel forced to mic
[quote who="Franco fx" reply="4" id="3524286"] Not in the sense that you are asking. The only effect that you can have on the way the battles play out is by your choices of what ships you build and how they are outfitted. There will be absolutely no tactical play in the game. [/quote] I have not heard the devs say so. On the contrary - there were information suggesting that battles may be influenced by the player in other ways, yet it was never explained in detail
Is the battle viewer all that battles are in GC3? Is there absolutely no interactivity that would let players influence the flow of the battle?
[quote who="Prophet224" reply="32" id="3519727"] Finally on non-static tech trees - either SotS or SoaSE did that and it was fantastic. I mean truly awesome. You never knew what technologies you would have access to, particularly certain more far-out ones, or what your enemies might have. Huge game impact And would love to see that here. [/quote] It was (is) SotS. And I agree completely. But you would be surprised how many people disagree with us... Many dislike the need to
True, I was there. I still take a look from time to time in hope Kerberos will be able to tackle bigger projects.
It seems as though it won't work. If tactical combat would be in, there would be no need for a separate viewer - as you could just as easily watch combat play itself out in a tactical combat mode. I hope I'm horribly wrong though, I'd love to see some interactivity.
[quote who="Seilore" reply="24" id="3517188"] So what were you looking for then? Were you looking to see the ships shooting multiple rounds of lasers before the missles impacted? I guess I'm still looking for what it was that you didn't like with it and what you would do to improve it? [/quote] Personally I had fleet commands in mind. Such as manoeuvres. Any sort of non-micro interaction with the battle.