This is an idea I've had for a long time, but since playing MOO2 recently and remembering just how important it was to my ship design choices, I thought I should post about it before it slipped my mind again. In my opinion, besides things like special abilities which aren't really *that* important, one important thing MOO2 has over GC2 is the ability to place extra items on a ship beyond what it is normally allowed. You can research miniaturization, but that's about it. That's one
Caydr
Hi, I'm a professional system builder, so I've got more knowledge about this particular kind of question than the average person. The 9800 pro was a pretty great card in its day, but I wouldn't say it's comparable to a Geforce 6800. I checked some comparisons on Tom's Hardware for exact figures, and although they no longer list the 9800 Pro, they do list the x1300. That particular card I remember especially because I thought about making a small upgrade to it from my 9800 pro, and i
I'd like the ability to turn off unit order acknowledgments, those annoy me to no end and most games allow you to turn them off. I had to just turn off dialogue entirely so I don't know what else I might be missing out on.
I just remembered one more thing. Can rebels caused by you be made not to attack you like any ordinary pirate? Based on the tech description I expected them to help me out, not force me to atomize them.
[quote] trying to incorporate this into my own personal mod. May i know which files you edited and exactly what you did? thanks [/quote] Check the modified dates.
After the intro video, I certainly expected a campaign button... but after playing the skirmish mode I'm not so bothered about it. Personally I rarely if ever play the campaign that comes with a game. Galciv 2 for instance, I think I played like 3 missions before I decided skirmish was more fun IMHO. The game is extremely polished in most areas, and I'll take a game that isn't half-assed over one that's half-assed but full of features (even good ones) any day. I can't tell you how re
I agree with other posters about turrets being kinda lacking right now. I think what they really need is just more range and maybe a SMALL boost to their damage. They're all about overlapping fire, but right now it's difficult to get more than 3 or so to have overlapping arcs without spreading your defenses too thin. In my opinion, you guys need to brainstorm and figure out more distinct and well-defined roles for turrets and fighter bases. As it is right now, they accomplish the same thing.
I haven't patched yet (no internet connection on my other computer at the moment) so maybe this is no longer relevant, but it bothered me so much I thought I should post about it anyway. In the post-game stats of a recent game which lasted just over 10 hours, involving 7 AIs (me +2 medium vs 4 medium vs 1 on hard), I was surprised to find that none of the computers had built even a single trade station. They had also built only a handful of refineries among them. Myself, I made more m
Hi, I'd like to add a suggestion I've found very helpful when I'm playing. I found pirates very deadly in the first game I played, but soon learned how to deal with them. On your planet, build emergency infrastructure. Around your planet, built 6 fighter bases in a hexagonal pattern. A little beyond those, built 6 turrets, again in the same hex pattern. Build only bombers in 3 of the platforms, and 1 fighter/1 bomber in the remaining 3. You're now immune to any size of pirate raid,
@heflys Am I wrong to expect something unusually good from Stardock? :P
GC2 doesn't have to deal with real-time combat, but GC2 is also an exponentially more complex game. I meant "standard" as in, "Standard for Infogrames/Atari/EA/Everyone-but-Stardock". It worries me that they're going to take the evil route sooner or later.
Ship chatter and human speech in general is annoying most of the time, in my opinion. I always just turn it off, and in games where I can't turn it off, I turn the game itself off... It wouldn't be so bad if it wasn't "yessir!" "OK" "I'm on it!" "yessir!" "OK" "I'm on it!" "yessir!".... repeat, repeat, repeat... damn it's annoying. The time would be better spent on things that actually add to the game.
Like the Stardock guy says, defenses aren't there to make yourself invincible. They're there to slow your opponent down and give you time to get a fleet there. That said... I've found that if I build 6 fighter bases ringing a planet, then a fighter and bomber in each, with another ring of 6 gauss guns just a little farther outside that ring, I am completely immune to almost any attack, and I rarely even lose a single turret or base. As in, I might lose one base in an entire 5 hour ga
Hi, I wonder if I could get an official reply. I've so far only played this game on a friend's computer... I've played, I think, 4 games so far and I think the game is generally well-designed, if a bit lacking in one or two areas. One of my major concerns is the AI and future support. Is it Stardock's goal with this game to continue to support the developer in making patches and upgrades later on, like you do with Galciv? Or are you taking the more standard, "get things generally wor
Large Scenarios > Grindstone. 25 planets, 1 star, 1 pirate base, and can be played with up to 8 players. I just played it, it's pretty fun.
@ Satthukaraoke You, a human, managed to crush two fleets controlled by AIs. You did this with 8 exceptionally powerful ships matched against your opponent's 12. Who was an AI. I'm trying to imagine what kind of conclusion you're trying to draw here... The AI in this game isn't as bad as I've seen in many other games, but Galciv2 this is not.
However military strength is calculated (both by the ingame stats and by the AI's estimation of "can I kill this guy safely or not?"), it needs some work. In all the games I've played so far, even with all the AIs on "bright" (the highest I've dared go so far ^^), it seems to think it can wipe me out with its weak, albeit massive, horde of crappy little small and medium chassis ships. Then they all gang up on my one or two statistically "weak" fleets
A bug I found... in the late game, sometimes I'll load a troop module onto a sort of medium battleship chassis. I'll put 6 or so of these ships in a fleet and have it rampage across space, stealing planets and killing anything in its path. Anyway, what happens is, when I attack a planet with one of these ships (and it's part of a fleet), when the attack is over (assuming I've won the battle and conquered the planet), the fleet's movement points get b
Oh, one more idea. In Alpha Centauri (possibly in newer civ games too, I don't remember), when you had a TON of units to move all at once, you could hold down shift and all the animation would be skipped for the most part. This was *incredibly* handy. I sorely miss being able to do something similar when moving a large number of units in Galciv. (yes, I know about fleets!)
Hi, this is my first post. Galciv 2 is the game I've been waiting for since the massive disappointment that was MOO3. The only thing I really find to object to is that often times you can't tell whether you've "really" deselected a ship/fleet. Then you go to give orders to another ship/fleet and the previously-selected ship/fleet ALSO gets that order. This really gets me steamed up sometimes when I lose out on a potentially important numb