So the weapon and armor system is still the same as Gal Civ 2?
Brainsucker
Why do I think that the problem with "War of Magic" was not the magic, but the Heroes. The reason is because Heroes are leveling up. You are basically marry the RPG genre with 4x game. But you forget that a high level hero is basically a superman. When you have a superman and kill the enemy supermen. basically you've win the game. Because the enemy doesn't has anything to counter you anymore. This is the thing that throw the balance off from WOM. In RPG, you're okay to bec
But one thing of sure, the way of colony management in Star Control 3, I don't like it. I think Star Control 2, and in an extent of Star Flight was the best of Star Control. But if you want to add more feature and add some strategic element like you can influence the earth government etc, it's okay.
[quote who="Frogboy" reply="15" id="3425470"] Our concept is that Star Control 2 will be the guiding design principle. That means an open universe that your actions mean something but that you are, ultimately adventuring in a single ship that you are building up. From a canon point of view, since it's looking like Activision isn't going to let Paul and Fred participate, we're going to keep the original trilogy in its own canon universe called the Ur-Quan universe
[quote who="ParagonRenegade" reply="24" id="3411357"] Perhaps they could do something similar to Fable; multiple different "Alignments", like Good/Evil or Pure/Corrupt, with each alignment describing a different facet of that civilization's behaviour. Say you conquer a planet. A pure civilization will integrate the conquered people into their society, a corrupt race will exterminate them or enslave them. Or perhaps something along the lines of "idealistic/Pragmatic", or "
Well, you know that a system that prevent any alien ship enter from your lawn is not realistic enough. Not everybody love to obey the rule even in our real world. There are a lot of trespassing to another countries border that happen in our real world. The only way to protect your lawn is by committing a force to guard it. So I think it was not the AI fault if they found a colony inside your Zone of Influence. You didn't put any force / presence to that planet. So if they stole it from yo
I don't think that Lawful vs Chaotic is workable too. Just look at Dregin. Are they a chaotic people? A militaristic race usually into law and order more than Democratic ones. And Yor, I can't find a robotic nation could be chaotic / anarchy. Every race has law, and I don't believe that a race that survive into space age has chaotic / anarchy mind.
[quote who="charon2112" reply="3" id="3408809"] quoting post The announcement of GalCiv III is amongst the best gaming news I've heard in years and long desired. The fact that Stardock is going 64bit and Dx10+ with it just makes me even more delighted. I'm looking forward to a world class and amazing gaming experience! (And it's about time devs started ditching the 32bit/Dx9 chains). One thing that is repeatedly stri
[quote who="ctiberius" reply="6" id="3408793"] Quoting Brainsucker, reply 3 it is logical for Galciv to not having carriers. Because there is no need for it. The logical extension of that statement then is that we really only have need for 1 ship type. I'm for carriers because I think it would add flavor and fun to the game. Not because I think a space fleet HAS to have fighters. [/quote] Yes, because there was only 1 type
So, we have this message [quote who="charon2112" reply="204" id="3408297"] I'll just put this here, it's as true today as then: http://draginol.joeuser.com/article/88762/Galactic_Civilizations_is_not_Master_of_Orion Opinionated techie Brad' site where he mouths off about technology, politics, religion, world affairs, and all sorts of politically incorrect topics. Galactic Civilizations is not M
it is logical for Galciv to not having carriers. Because there is no need for it.
[quote who="WIllythemailboy" reply="31" id="3408080"] That system would put larger ships at enough of a disadvantage that there would be no reason to use them. A single large, expensive ship would be worth less in combat than the same dollar amount of smaller ships; if there's no combat benefit from building the larger ship over the smaller ones, why would anyone ever build a larger ship? Swarms of all-weapon tiny ships is occasionally fun, but I don't think that's the
I think the truest barrier of the last game (Galciv 2) is basically the weapon system itself. Just look at them Railgun countered by armor, Laser countered by shield, missile countered by RAM / CIWS / AAW.Well, it's a good idea, until you put the calculation into the concept Railgun =1 won't be able to penetrate armor =1. So basically if your ship has a railgun with damage value of 1, you won't be able to destroy another ship with an armor with protection v
if we want to make a more control-able combat without consume our time in a long tactical battle, there is an option to be consideration. My idea is to make the tactical combat just like in Galciv 2, where it happen automatically. But we can prepare a lot thing before the engagement begin. Like prepare the formation, choose strategy, etc. Then after that we let the AI doing the job until the end of combat.
I heard Star Control before, but I think that I never play it. Well, one feature that I hope they will give to us is that in the new Star Control, we can design our own ship, just like we can do it in Galactic Civilization 2 (creating ship hull).
Big vs Small is always become problem in 4x game. Specially in Gal Civ series where single Cruiser can kick several smaller starships single-handedly. So unless the Galactic Civilization 3 change their combat system radically, I guess it would be the same as always. One big starship can rule the space. So rather than that, We can change the weapon system to melee, long range and heavy weapon. Melee weapon is a direct attack against the enemy formation. You must put your
So rather than tech trading, why not add the feature of "Ship trade"? For example, I'm human. I'm not into the military tech, but I have an ally who have good military ships. So rather than I trade their tech, I could buy their ships instead. Vice Versa, if I'm good at military tech and my ships are good and I have a weak Ally that need more military hardware, I can design two ship that almost identical. Say, F-16 for my own military and F-16 Monkey Model fo