Hated constructor spam for starbases. One reason I quit playing. Love the new system - figuring out how to make more credits to afford things and developing a sustainable budget is brain work - building massive amounts of constructors is busy work and tedious and boring as hell.
Tommymac
One more biggy - on the trading screen you cannot remove credit or resource/trade items easily - you have to click on the item, then manually type in '0' in the amount screen to get it out of the trade item list. Way too clunky - should be able to just double click on that trade good or credit amount and it cgoes away just like the tech items do. Also, the estimated credit amount for an acceptable bid is buggy - often it opens up with a random number that is no where near what the
Still have the issue where an enemy ship/fleet follows your ship/fleet all over the map once it detects it. Even though the enemy may have only 2 range sensors, it invariable follows you like a puppy dog - even if you first move 'east' to get out of it's sensor range, then dogleg north and are 6 or seven squares away...the enemy ALWAYS seems to choose the right direction to go instead of picking a random direction to search. This is cheesy and can be exploited too easily..
A founder, but have not played the game until now for various reasons. Long time GC2 player. My first thought on the starbase issue is that it is really hard to keep up with all the starbases using the rollover list on the top of the starbase window. The naming scheme for the starbases is not very helpful if built away from systems. I would suggest putting a minimap in the starbase window so you can tell at a glance wherein the heck the starbase is located ... otherwise
Since this is all speculative anyway maybe the devs could 'borrow' from David Brin's Uplift Universe - create a second form of GG life with unique traits that competes with oxygen-based forms - hydrogen-based breathers that can't live on tiny Oxygen worlds and vice-versa. Could open up some interesting scenarios. Diplomacy/influence skills and Planet buster weaponry could take on a new life. Could use an ability bit flag to set the ability of which
[quote who="Gaunathor" reply="49" id="3444169"] Quoting Tommymac, reply 48I trust Frogboy and crew to keep this tradition alive and well in GC3. The devs have stated that GalCiv 3 will be even more modable. For example, we'll be able to mod map-values and events, which wasn't possible in GalCiv 2.[/quote] Very cool info. Thanks! [e digicons]:beer:[/e]
In regards to this discussion I think modability is the key concept where StarDock shines. GC 2 can be modded in so many ways it is sick. Wanna make tech trees less complex or design them into Byzantium terrors - you can do it. Have 4 political parties or 40 - you can do it. Edit custom races to be super studs or whimpy hamburgers - check. Wanna nerf farms - done. Wanna make a custom super improvement to rule them all -
I think it would be kinda cool to have habitable moons around Gas Giants - give them special bonuses or abilities from the type of GG they orbit kind of like moons and rings give bonuses to planets in GC2. Would also be a great opportunity for some sick graphics watching the tiny moon circle a GG in the planet screen too.
Class 0 planets = target practice for Terror Moons [e digicons]}:)[/e]
As I see it getting rid of the GalCiv2 morale system is an improvement because the AI had a huge problem dealing properly with it. Gifting advanced pop/farm techs to the AI without them being at the proper morale and production tech levels and watching their planets' improvement building/economic/research meltdown was to me a tacky strategy a player could use that the AI couldn't. This problem is discussed in depth in the GalCiv2 Modder forums.
Spemin? [e digicons]}:)[/e] Actually I was thinking of calling it 'Licklider'.
Just saw the new Krynn png- outstanding!