[quote who="DARCA1213" reply="11" id="3435093"]Gaunathor, really, THOUSANDS of ships, nobody could manage all that.[/quote] I was just quoting what Frogboy said. [quote who="DARCA1213" reply="11" id="3435093"]Let's be constructive with our comments we're a community we shouldn't hate but communicate. Lets start over and talk about making this possible.[/quote] We had several threads about tactical combat (both real-time and turn-based) already. Like <a href
Gaunathor
[quote who="DARCA1213" reply="8" id="3435020"]Brad wardell: galactic civilizations 2 ultimate edition manual. Page 84.[/quote] Here is what he had to say about combat in a recent interview : "We don’t want to turn it into something like Masters of Orion, where you have like fleets of thousands of ships and you have to command every ship in the fleet and tell t
[quote who="SF1 Raptor" reply="24" id="3435059"] Maybe a fighter to make a carrier.[/quote] Carriers have already been confirmed .
[quote who="Extant Faora" reply="3" id="3434810"]It all hinged on getting the right techs and essentially following a nearly rigid build order.[/quote] Not really. There are some missions that are much easier if you do that (the aforementioned 'Achilles Heel' is a prime example), but you can still win them, if you don't play that way. Well, I usually don't, and, like I said, still manage to beat the campaigns.
[quote]I just want to know if it will be as difficult as the GalCivII campaign? I remember sitting down to it, getting about 5 missions in and being utterly unable to achieve victory in any way! Even on Cakewalk!!! I can play against Tough AIs on an immense galaxy and win yet the campaign was too difficult for me to beat! I don't get it.[/quote] I've beaten all three campaigns several times on Tough, and I'm not that great of a player (anything beyond Crippling is too hard
[quote who="kalimor" reply="11" id="3434558"] I would like a world laser. Something that would essentially take up the entirety of the ship, would have to be built around for looks that would annihilate worlds. It could be a massive research project that would take its own hull, you could then enact your own design for it.[/quote] That's highly unlikely to be implemented, because Frogboy will pr
[quote who="Tridus" reply="170" id="3434164"]Maybe they're focused on not dying and other priorities over makeup? The Drengin are not going to go and say "oh, nice eye shadow, we will not enslave your race now." This conversation is mind numblingly stupid.[/quote] I don't think the Altarians have much to worry about being enslaved. For one, they threatened the Drengin and Yor with doomsday weapons, left on Altaria by the Precursors, should they dare to invad
[quote who="Rudy_102" reply="12" id="3434201"]I was just quoting Frogboy's words about 20 mln for nonSteam version. Strange, if I'm not mistaken, SoaSE was made for 750K...[/quote] Frogboy wasn't saying that it would literally cost $20 million to make a non-Steam version. It was a reference to Star Citizen, which had accumulated that much money at the time. Edit: In case the link doesn'
[quote who="Rudy_102" reply="23" id="3434151"]Possible link between income, and not just distance of travel (what about ships' running costs?), but also destination - well-developed world with massive population could be quite more profitable than empty one.[/quote] The population of the trading planets already affected the trade income in GalCiv 2. The higher the population, the more money you get.
[quote who="Lucky Jack" reply="57" id="3434149"]I agree that it would be nice to be able to pick our own colors for ships[/quote] We could already do that in GalCiv 2 (along with the ability to customise the colour of our race and the interface). I see no reason why this ability shouldn't be in GalCiv 3.
[quote who="Suomi Sotilashenkilo" reply="17" id="3433559"]Weapons should include different variants for each class[/quote] Take a look at the "UI - Research Screen Alpha01.jpg" in the Founder's Vault . [quote who="Suomi Sotilashenkilo" reply="17" id="3433559"]Espionage[/quote] The devs have already <a href="http://www.spacegamejunkie.com/featured/sgj-podcast-41-gettin-galactic-civilizations-iii-on-f
[quote who="Wetballs" reply="6" id="3433254"]You know I always meant to try your Autumn Twilight but never did get around to it.[/quote] It's probably best, if you wait a little longer. I'm going to release a new version soon, which has some pretty big changes. Well, or at least a lot of changes. If all is going as planned, I should be able to release it in a week (or two). I just want to make sure, that I've got everything.
[quote who="Wetballs" reply="2" id="3433096"]I'm pretty sure that this could be done in Galciv II by tweaking the XML files[/quote] It not only could be done, but already has been done . [e digicons];)[/e] For the record, I'm going to release a new version soon, which adds a couple more options, and changes the customisation points of the custom races for each "difficulty" (completely forgot about tho
Regarding all the talk about espionage in this thread, Paul Boyer has already stated , that espionage won't be in the base game.
[quote who="admiralWillyWilber" reply="11" id="3432628"] The Iconians could change energy into matter with their replicator technology. They just need to find a lot of energy.[/quote] Iconian Replicators are not the same as Star Trek Replicators. They are simply factories manned by robots, who turn raw materials into whatever goods the Iconians need.
[quote who="ctiberius" reply="55" id="3432464"]Shift-click or drag-box select. I'd like to be able to drag a box around all my fleets and issue orders to them all.[/quote] You could already do that in GalCiv 2. Just press CTRL and drag a box around the ships.
As stated in the December Update : "While this isn’t a promise, we anticipate the Alpha version being made available in late February."
[quote who="Icemaniaa" reply="399" id="3431603"]But hopefully this is enough for those of you on the polar extremes of this debate to realise there is a middle ground that could be satisfying to a larger audience.[/quote] The devs are already going for a middle ground, as stated here : "In GC3 we will introduce the ability to assign roles to ships, giving them unique behaviors in fleet battles. These differ
[quote who="UnleashedElf" reply="28" id="3431510"] The Drengin need some redeemable qualities. I think that they're well, too stereotypical evil so to speak.[/quote] They're patient and not very vindictive. Isn't that good enough?
If you like tactical combat, that's fine. So do I. There are a lot of great games out there that do it well. However, the GalCiv-series is not one of them, and it was never supposed to. That doesn't make them bad games. It just means, that combat wasn't their major focus. So, please stop trying to turn them into something their not meant to be. To quote Frogboy</
[quote who="Lucky Jack" reply="116" id="3431101"]Aren't there races that are killed in campaigns in GC1 and are still available in the sandbox on GC2?[/quote] Not to my knowledge. There are only three civilisations who got "wiped out" in the storyline. The Xendar, which happened between GalCiv 1 and 2 (I also don't remember them actually being present in GalCiv 1), and the Drath and Korx, which happened in the DA campaign.
[quote who="Tharios" reply="82" id="3430515"]Too many people play GC because they're bad at tactical combat, so they don't like games that include it.[/quote] Source, please? For the record, Albion, RoA 1-3, BG 1+2, IWD 1+2, ToEE, MoO 1+2, MoM, AoW:SM, HoMM 2+3, Incubation, JA 2, SotS 1, are all games I either really like, or absolutely love, and they all have tactical combat. However, I don't want it in GalCiv, because that's not why I play the game, n
[quote who="Hamshank" reply="6" id="3430564"]would be nice if there was a professional writer completely outside of game development.[/quote] They already did that with Dave Stern for the Elemental-games. Speaking of the writing, I'm really curious who is doing it for GalCiv 3. [e digicons]
[quote who="Tridus" reply="77" id="3430286"]I seem to recall reading somewhere that espionage won't be in the base game, but will be an expansion feature. I'll need to track that down.[/quote] Paul Boyer said that on the SpaceGameJunkies podcast . I don't remember the exact timestamp, but it was somewhere after the 30 minutes mark, if I recall correctly.
[quote who="Lucky Jack" reply="80" id="3430201"]Unfortunately, many of those GoGs will become unplayable in the near future as more an more of us migrate to newer PCs with Windows 8 (and, in the future, newer levels of Windows) as MS continues to ignore the need for backward compatibility support in their OS. I just recently migrated to a new PC with Windows 8 and I was shocked at how many of my Good old Games I can no longer play. [/quote] GOG.com itself takes care about t