So when is beta 5 and planatary invasion viewer being released? FYI, if only I could have held off on my appetite for this game a few more days, I could have bought the early access to this game on steam for 24.99 (offer expires Monday). I paid the regular 49.99 for the game 3 days ago on Tuesday... Oh well, stardock deserves full price for the game.
Stanley Tarrant
If you choose this trait, can the owner of the trait declare war, and if so, I assume the effects of the trait are negated at least for the targetted species? I.E., if I am 60 turns into having this trait, and I declare war on one species, is the trait essentially null and void for that one species now or does it prevent the player from making war as well for 100 turns?
Agree that this trait needs a rework or needs to go. What a tedious game if just before you are about to have a military conquest victory you have to click end turn 100 times because the last civ picked this trait. uhhhhh annoying. The whole point of war is a break down in any law and regulation and resorting to the law of force. A stupid piece of paper didnt stop the British in 1775 nor would it matter to Japan in 1941. Why would it matter to enslaving Drengin h
[quote who="tesb" reply="25" id="3524712"] in galciv3 when i unlock a tech that gives an economic bonus i have to readjust a ton of worlds to their new optimum. [/quote] You do have a point here. For whatever reason, just about every other 4X game has just the building part of the equation where you build the building then forget about it. I.E. in civ you build a library and it produces research for you for the rest of the game wi
[quote who="AzraeldeBaphuon" reply="1" id="3524582"] 1. I think all should be able to research all techs in the end. [/quote] Disagree. I knid of like the idea that some species just aren't creative enough to discover certain tech and they have to steal or trade for the tech. Besides, that wouldn't be consistent with the back story of the game itself and the theory that perhaps some species would never discover
[quote who="tesb" reply="5" id="3519553"] -micromanagement intensive (each planet has it's own slider setting to gain maximum effectiveness) [/quote] One of the main beefs I have with galciv2 was the difficulty in specializing planets. You only had universal sliders that effected production on all your planets, and your only means of having planets go against the overall grain was the weird focus mechanic. So, I definetely prefer having a
You are providing data from one solar system, ours. What is the average of data compiled by astronomers? Are toxic planets rarer than barren planets through most other solar systems as well?
[quote quoting="post"] A few things: 1) one of the most frustrating parts of the game so far is the buildings system. It's extremely micromanagement heavy - every time you research an upgrade all your planets with that building need to go back and upgrade which takes loads of turns. Especially when midgame you can easily have 50+ planets. Which leads into the next issue... [/quote] Tedious micromanagemen
This might be a representation of how hated you are by the galactic rankers. They purposely fudge the numbers to make you look weak and pathetic.
Outstanding!!! I want to see the Alpha Centauri movie with the Spartan leader training in the buff [e digicons]:grin:[/e]
[quote who="Simplicity123" reply="6" id="3522921"] Here's why planetary defenses will always be worse than another factory or another research lab. Because it's highly conditional. Yes, it's a big bonus IF you get hit. But factories and labs? They're a big bonus no matter what. And if giant ships with huge laser beams on them keep you from getting hit, that's all the better. [/quote] While I agree with the prob
agree, choosing where to launch or having the ship always appear on top of the starport would be nice.
Also, although civ lets you build unlimited buildings, it only lets you build one thing at a time. While you are building walls you aren't building something else, say a library, that had it been completed many turns sooner, could have led to more advanced technologies. But alas, you chose to build a wall instead of a library in the year 1220. So that tough choice thing is most certainly in civ games.
I see your point, but limited buildings is a fundamental design of galciv that probably isnt going to change. Similar to universal sliders production vice planet by planet production and research specialization which I dont agree with. I think by having some planets have some building slots and others having more, it forces you to value the bigger planets more. I think that is the intent. To really want those planets with more slots. Afterall, it does make sense.
Opportunity cost??? What is the opportunity cost of building that extra research lab, factory, etc., only to have Drengin shock troops destroy all that production and enslave all of your Torian women and children because you would not build planatary defenses? In the real world, we have to spend lots of resources on defense that could have been spent on more video games, cars, restuarants, etc. If nations weren't taxed for defense, we might have more in our pocket for th
[quote quoting="post"] Should an Elerium Defense Augment meet an Opposing Elerium Shield deplete or disabler/remover, then the two 'cancel' each other out and base values apply). [/quote] Kind of like when a las gun meets a shield from the Dune universe, an atomic explosion happens?
[quote who="Wargoat" reply="6" id="3521344"] Quantum theory is already dabbling with faster than light communication, granted that its in its infancy but it isn't difficult to imagine a universe where the FTL equivalent of radar has been invented using some sort of beam or stream of information to "ping" objects as it were. [/quote] Agreed. Indeed if the problem of propelling massive ships somehow FTL was solved than sending out some kind of massless
I seem to see a pattern that the game always lags substantially on bigger maps with more abundant settings. I think galciv 2 was the same way. For this game, instead of having the minimum and recommend system specs, there should be recommended system specs for each map size. For example, the min specs could work for tiny and small maps, etc., etc.
You are speaking like you know how a theoretical future civilization would work from our fairly primitive perspective. Its like a bunch of coyboys in 1850 saying that something like nuclear reactors, cell phones that let you speak to anyone from practically anywhere (which was considered really exotic just a few decades ago in the 60s... just watch the original star Trek series) , submarines that can go to the bottom of the ocean, etc. are just impossible. Also, w
Where to even begin? MOO2 is one of those exceptional and rare classics like MOM, Warcraft 2, Act Raiser, Ogre Battle, etc. One thing about MOO2 like the other games mentioned that stands out is the entire package was nicley done. The atmosphere, graphics, music, etc. all comes together to make the whole better than the parts. For example, the music and sort of dark and high tech atmosphere portrayed in MOO2 really made me feel like I was leading a galatic empire thr
When I went to click buy early access I didnt see any required system specs beyond just windows 7 or higher and 64 bit machine. What are the minimum and recommended system specs for this game or where can I find out?
How will the planatary invasion viewer work?
Bump. I have tried to look up what the plans are for any planatary invasion combat viewer and what it might look like. What do the founders know?