i like the ideas here but having that kind of frequency is overkill IMO i mean playing the alpha i get 200+ turns in and im still exploring the tiny-small maps if you got hit with a new plague every 20-30 turns you would spend half your tech curing plagues even on the highest frequency i wouldn't expect a plague outburst more then once in 50 turns and even then every time a civ got hit with one plague their ability to deal with it should allow them to cure it faster and more
androshalforc
Exceleration is when you accelerate so fast it exterminates all life on the ship aka " warp plaid"
As fad as gaining other races abilities I think it could be done without making it overpowered. Any race whose population represents greater then 60% of your population you get 100% racial bonus any race whose population represents 60-40 % of your population you get 50 % racial bonus. And if you have no races greater than 40 % then there should be some special bonus for mixed races so the next question is what other
How about actions resulting from those espionage actions ie we have evidence that the drengin recently assassinated their allies ( alterrens in this case ) political leader and implicated the Toriens. This was in order to declare war on the toriens we could bring this evidence to light and declare war on the drengin improving our relationship with the toriens we could sell the evidence to the drengin improving our relationship with them and making a p
[quote who="ParagonRenegade" reply="8" id="3467262"]Well duh, it's not like the AI is going to be looking at funny pictures of cats while it's off work. But it still uses the internet.[/quote] nope it will have gotten bored of looking at funny pictures of cats while its at work
[quote]I'm still not sure the "X amount per turn" idea of the trade route is the right way to go. I'd like us to try out allowing many more Trade routes, but only getting "paid" when the trader reaches each end of the route, and that the amount paid corresponds to the length of the route, multiplied by the number of trade modules on the trader (and should be a substantial numbers in credits). Figure maybe 5X the number of routes, with a route being worth 10gc per hex of distance.[/quo
From what I understand the ai will be able to farm for ship builds and tactics so if your race/ships work well you may see them popping up later on
I always though of them more as teddy bears when playing gc 2 and looking at the image from gc2 now I still think teddy bear not squirrel
[quote who="DARCA1213" reply="1" id="3466299"]Instead of making four forums you could have done one rant/list.[/quote] yeah but i wanted to split the one off and post it in support and after that i think i just kept splitting
at the beginning of GC2 the flagship was an important resource being the only ship that can hunt down anomalies until you had the sensor tech to build more however this ship quickly fell off into obscurity as you got the tech to build bigger, faster, stronger ships; and i would like to see this ship remain important into the late game so first off id like to see some flavour to the flagship give each races flagship some ability that makes it more unique
im not sure if it was already in gc2 but i would like to be able to assign a series of ships to a "theme" and be able to choose that theme if i create a custom race this way i can start my race with its own colony ship, scout/flagship etc
Food –underpowered "Food distribution" while the bonus this provides to farms while you are trying to increase your population is nice once you reach your target pop this building becomes useless. i think the adjacency bonus; either the base value or the bonus provided needs to be increased
a) If I am playing and I load a previous save (while playing) the ideology tree no longer functions properly Previous unlocks are no longer highlighted The buttons on the top left of the screen will not allow you to switch between ideology’s (you can use the little overlap boxes next to the bottom row of ideology’s The game will choose the next ideology in order from top to bottom then left to right &
[quote who="ParagonRenegade" reply="11" id="3465517"]Theoretically speaking, if you were to tell us details you're not supposed to tell us... what would happen?[/quote] well you see they actually need to build the weapons at SD in order to get the best idea of how they work; to get the footage of these weapons firing they go out into space and test them on old satellites and such.. now if he told us the details that we weren't supposed to know then he would be the next
Hrmm I reported it on the previous build and was told it was a knowN issue and was expected to be fixed in the recent build there are 2 ways around this previously 1 use the turnactions command in the ~ console be warned this disables all warnings including idle ship and idle colony 2 use the unlock ( I believe ) command this will complete the entire tech tree and give you all the ideaology perqs but should now recognize that you are really do
I could be mistaken but I believw the option to group parts and make them into a new part was mentioned in the stream so should be in there or possibly waiting for the export function
i agree this annoyed me quite a bit in gc 2 particularly with the morale / culture and the improvement that modified one of these aspects but had an ambiguous name that you couldn't really tell which one it modified
So ATM you get an extremely basic game ( alpha) as said not fun unless youre really excited for galciv to come out that being said $100 gets you alpha access, beta access, full game ,star name, name in credits, all expansions ( and dlc I believe)
While I love this idea I have 0 ( none , nada, zip, zilch ) artistic ability and couldn't design I ship if my life depended on it. Most of the time in gc2 I just took a standees template threw a few weapons on and said done. Which is sad cause I'd really like to see cool ships I just can't make them myself
[quote who="EleventhStar" reply="8" id="3464159"]i would also love it if the ai took your (known) ability to produce ships and your available techs into account when deciding on war, [/quote] yes agree this pissed me off no end in gc2 "you dont have any military ships you're physically weak if you dont give us credits were going to declare war on you" umm yeah about that just gonna quick build some fleets on my planets and... oh look my military strength just jumpe
id like to take it up a step a ship that ends its turn in a nebula has a chance of getting lost (10%) a lost ship will choose a random direction and travel in a straight line for that turn if it is still lost at the end of the turn it will choose another random direction and travel until the end of its turn etc when it gets out it rejoins your ships as usual for small nebula's this would mean pretty much nothing but for larger nebula's this coul
[quote]As I understand, tiles on GalCiv maps represent time, not distance; the idea being hyperdrive is magnitudes more effective when farther away from gravity sources.[/quote] [quote] parsecs are a unit of distance (3.26 light years to be exact), so yes, the tiles on the map represent distance and not time. Habitable planets are generally not located 6.5 light years or more from their host stars.[/quote] while i don't have access to the relevant quotes atm. I believe it
while i like this idea doing it right is going to be tricky i dont want to have to adjust every single tile step by step or have the aI reject a trade because ive made the exit or entrance to a corridor 1 tile space off of where they wanted it on the other hand if the ai is to easy going i may just make a corridor that meanders through most of my space simply so i can tax them or to slow down an invasion fleet traveling from one side of my territory to another
[quote who="sulley1" reply="24" id="3463680"]I read the original post and was like: SWEET BABY JESUS, THAT IS AWESOME. Then I read the first couple comments and was like: Well, it was fun while it lasted.[/quote] i agree completely but there are some things that could be done to increase the "soul" of the planet without i think drastically changing the usefulness of the flat map here's what i envision when clicking on a planet it doesn't just pop-up a p
[quote who="ParagonRenegade" reply="47" id="3463822"]So you can customize starbases... interesting...[/quote] unless I'm mistaken no one has actually said we can; just asked if its possible