DivineWrath

DivineWrath

Joined Last seen Member # 2500482
62 Posts 894 Replies 2,136 Reputation

Regarding planet improvement adjacency bonuses. I think that such a system would become tedious and exhausting on larger maps. On larger maps, you almost want to make clones (like factory world clones, or research world clones), not unique worlds that optimize the locations of planet tiles. When you have 200+ worlds, do you really want to optimize every single one? I don't think there would be good reasons to optimize every world when you got lots of them. When you g

11 Replies 25,292 Views

Why not have the excess research points be automatically be redirected to the next research project instead of being wasted? I'm thinking that when ever you have more than enough research points to complete 1 tech (or several), the excess is put towards the tech of your choosing (you should get a pop up or something).

121 Replies 378,577 Views

[quote who="Frogboy" reply="176" id="3410039"] Retail was a horrible system for developers. Let's use Galactic Civilizations II as an example. ... *snip* GOG has a number of issues for developers. It doesn't provide retail-time reports. Instead, every quarter we get a report on how many units they say they sold. We just take their word on it that they sold that many since there's no activation or any other way to tell how many copies they sol

251 Replies 768,504 Views

There were a few things that bothered me back in GalCiv 2 ship designer. This isn't all of them, just many of the annoying ones. -You couldn't specify desired miniaturization. On occasion, I felt the need to specify a level of miniaturization higher or lower than what I had at the moment. For instance, if I had an idea for a ship design to be used early in the game, I could not easily figure out how much space to leave open so the ship could be available for when I was desi

86 Replies 348,732 Views

[quote who="NagaPrince" reply="12" id="3409416"]Sucks when a Mega Event is so instantaneous with all its full repercussions that its like you get the wind knocked outta you...[/quote] I think the whole point of mega-events was to knock the wind out of you. If you could causally keep doing what you were doing before the mega-event, then it wasn't doing its job. If I recall correctly, before mega-events, players were asking for more challenges and stuff, to prevent things from be

59 Replies 197,313 Views

I was considering this idea as well. I would like to be able to replay events 1 step at a time (like 1 ship moves somewhere), pause events, etc, much like I would if I was playing video. I would also like to be able to pause things so I could view stats. I would also like to be able to skip over certain events, like having several dozen fleets attacking the same starbase (you can't count the number of fleets, so it seems like it takes forever to complete). I also wou

3 Replies 12,068 Views

The ships for some civilizations always looked a bit weird to me. Especially the Yor. I suppose I can see the triangle-ness now in the core ship designs in GalCiv 2, but that was not what I would describe it. I would describe them as being wire looking and fragile looking. They seemed to have a wire (or some similar effect) going one way, then with most of the other parts go 90% another way. They also seemed to lack a "core". The area where the center of mass should be was empty space. Conseq

86 Replies 348,732 Views

[quote who="Frogboy" reply="100" id="3407010"] ... And GalCiv II was single player. Moreover, we could scrape this data to help the AI by finding out what technologies players researched and in what order. How they designed their ships. What improvements on what planets worked. What build orders they used, etc. Stardock was only capable of doing this because it had the Impulse team (back then, Stardock Central but we were working on what would beco

251 Replies 768,504 Views

You could read the text from the files in the campaigns folder of the game. You should find 3 files for each map you could play on: 1 for the map, one for the description and civilizations, and another for the text they say when they talk to you. I don't know if things would be different with Steam, but with my installation, I can find the files around here: \GalCiv2\Twilight\Data\English\Campaigns Edit: You will need a text editor (like notepad or wordpad) to

20 Replies 79,648 Views

I was spending a lot my free time today trying to do research on this issue. I want to maximize the odds of getting a non-Steam version of this game, and to do so in as pain free manner as possible. I'm still trying to find useful information. [quote who="Frogboy" reply="40" id="3406075"] Here's the problem, and I used to post about this regularly as a warning to the industry; Steameorks. We need it. It's not just good, it's amazing. And it's free ex

251 Replies 768,504 Views

I didn't like how you developed your world in GalCiv 2. It wasn't the best system for figuring out what your planet had, and it also wasn't the best system to for keeping things organized. If I wanted to know that my world had 1 Starport, 1 Counter Espionage Center, 1 Advanced Navigation Center, 1 Power Plant, etc, I would need to find them on my planet map. Likewise, if I wanted to know how many factories a world had, I would have to find them and count them. I think it would hav

11 Replies 25,292 Views

Here's an idea. While a core tech tree might be normally available for research, maybe there should be many non-core techs out there that could be unlocked by random events or investing in public research (which techs you get, you don't directly control). Your choice in which civilization you play as might determine what kinds of techs are more likely to be unlocked than others. Once techs are unlocked, you could then invest serious research into more major versions of tech

121 Replies 378,577 Views

I don't know right now. That said, planets as there are in GalCiv 2 don't need it. A tile is a slot for putting planet improvements. From what I understand, hex tiles are favored for things that move around, not for placing things. As such, I see there is little reason to make the change.

11 Replies 25,292 Views

Yeah. I didn't like 'stupid good' or 'maybe not the brightest neutral' either. It might have been a hold over from GalCiv 1 (and maybe earlier versions of it) where they had the same system in place. I really think that good should be able to be played intelligently, not stupidly like it is in GalCiv 2. Things might turn out better if we had more than 3 options (one for each alignment) to choose from. I would also like an option to be able to postpone doing some

16 Replies 50,269 Views

Some good news. We managed to get 50 votes in less than 24 hours. If we can keep up the pace we should be able to get 10k votes in about 200 days. I'm still hopeful that the pace increases and we get more than 10k votes. I really want Stardock to see that there is a strong interest in alternatives to Steam.

95 Replies 461,558 Views

[quote who="amrbean" reply="13" id="3405386"] I would not have preordered this game if it wasn't on Steam. Hell, all these people who "don't trust Steam" seem to be forgetting they had no issue using Impulse.[/quote] You are forgetting that for a while it was a better alternative to Steam. You could download games without the fuss that Steam had. You could play games while Impulse was off. You could get refunds (I got a refund at one point

28 Replies 116,131 Views

The cannon had explained a good reason why all the species in the galaxy was humanoid in form, and not something really alien by our standards. However, the Thalans were described as not fitting that pattern, so I was hoping that they were some how odd, like maybe having their raised arms being really their legs or something like that. Maybe they were evolved spiders or something, but instead we got a weirder looking humanoid creature, not an weird looking alien.

7 Replies 22,934 Views

I'm not sure if species is the proper word to use in this game. Its is better than races though. I suggest civilizations. The Krynn for instance, are not one species but a collection of different sentient species that managed to evolve on the same world in harmony. It is one of their selling points of their religion. They've managed to avoid god awful exterminations and wars on their worlds that a number of different civilization have unfortunately done on their own worlds. <br /

5 Replies 21,783 Views

[quote who="Zuo Yi Long" reply="51" id="3405337"] 'Coming exclusively to 64-bit PCs'..... oh noes! Does this mean no 32 bit? Was seconds away from buying founders elite before I read this. Any 32 bit support at all? My laptop still has legs for another couple of years. Please tell me I can play this on my laptop. Desktop is a no go for me, I travel a lot. Will I need to get a new processor to run this? [/quote] No 32 bit. Making games compatible with stuff

107 Replies 271,778 Views

[quote who="chuck1es" reply="8" id="3405544"] The best thing about building your own ships in galciv2 was that it saved your designs for later use in other games.[/quote] Unfortunately that can lead to clutter in later games. You could obsolete designs, but then you would need to do that for every game. I would like more options to handle such stuff. Ideas: -Maybe being able to set some designs to only last the current game, while setting others to be kept around

18 Replies 84,228 Views

I agree that ship designing can be tedious. It can be fun to make new designs, but I do not like redesigning my ship to do something like replace lasers 2 with lasers 3 every time I teched up. I prefer to let the AI to automatically handle that stuff. What I would like to do is control where the AI should to mount stuff on my designs and have better control over the kinds of stuff it does. For instance, put an x amount of beam weapons (lets say 10 guns, the best I got), use one of these modul

18 Replies 84,228 Views