[quote who="ParagonRenegade" reply="313" id="3412374"] I'd much rather see GalCiv3 overcome the problem that has plagued all 4x strategy games: the problem of the snowball effect of exponential growth, such that the game is won in the early/mid period and late game is a foregone conclusion. Each game period should be meaningful and challenging. But this problem is not easily overcome, and solving it would require much thought and hard work. I'm much more interested in whet
Mac2411
[quote who="Wintersong" reply="7" id="3412467"] Quoting MarvinKosh, reply 6Lord Kona isn't here right now but please leave a message after the screaming slavelings http://www.acapela-group.com/text-to-speech-interactive-demo.html http://www.text2speech.org/ http://codewelt.com/proj/speak Quoting Mac2411, reply 5You are correct that it doesn't change the fact that the speaker still uses its native language, but the way I und
[quote who="Zydor" reply="10" id="3412460"] Works ok now - nice music [/quote] Yeah, it's working for me now too. Music was good.
Is anyone else having trouble actually accessing the files?
Except now it does.
I'm using Firefox and it definitely doesn't work for me.
The login link for the vault does not appear to function, which prevents me from accessing the vault.
[quote who="Wintersong" reply="3" id="3412334"] The whole point of the UT is to be able to communicate with them. Doesn't change the fact that each one still speaks whatever they speak. My leader in Civ V is supposed to be able to learn all the languages of the other leaders? Or do we just assume that despite whatever the leader dolls use as language, they and mine use a common language that is reflected in the UI? Edit: funny thing, if I played altarians, the other leade
[quote who="Wintersong" reply="3" id="3412333"] I like the idea of Farm Worlds. Which would also happen to make sweet targets during wars.[/quote] Yes, and what would really be cool is if planets could be blockaded. If a food world was blockaded, then its food shipments stop and one has mass starvation through out his or her empire. Or, a planet without any food production could be blockaded and then not receive food. The result is the same for t
[quote who="MarvinKosh" reply="10" id="3412390"] The AI also uses bonus food tiles very poorly. When approval starts to plummet they tend to lower taxes as a stop-gap measure, but then they don't do much about the problem.[/quote] Yes it does. One of the worst misuses was when the Thalan would locate their "super building" (can't remember the name) on a 300% food bonus tile. It would pretty much cripple the planet because of the high popu
Once one has "universal translator" then the original language is going to sound like "English" to the human player. That's the whole point of "universal translator." Regarding the Thalan, I think they might be humans anyway.
What I would like to see is a system where worlds within a civilization can, with the right tech, ship, and/or module ship excess food and other commodities to other planets within the same civilization or potentially even allow the trade of such items to other civilizations. That would take care of the "excess food" problem and add another interesting layer to the game. You could have planets that are used as "breadbaskets" which would allow other planets to specialize even furth
[quote who="Lucky Jack" reply="50" id="3412224"] Sounds good if you include the need for fighters to be designed for both space and atmospheric use. For an example, look at the Star Wars series. The books made very compelling arguments for the awareness needed about the aerodynamic differences that needed to be considered in the design of an X-wing verses the design of a Tie Fighter. [/quote] Sure, why not.
If not for anything else, I would think fighters would be very handy for ground support actions when invading a planet. A lot less mass destruction than orbital bombardment by large capital ships, which means less collateral damage and fewer friendly fire incidents.
Galactic Civilizations II