Drengin Poetry! Brilliant! Title: For when "I hate you" is not enough. More than drinking the best brew or weilding the finest crafted weapons few or my biceps gaining inches two or the brightest lasers going pew p
psalmy
One more bump before I let this post die, In the hope it catches a developer's eye. With rosy cheeks and a fond farewell, I'm off, back to the land where silent watchers dwell. In eagerness I wait for the game to be done, hoping I've helped some, accepting I've perhaps done none. And so with my fellow watcher's I wait to see If the rebirth of GalCiv III will compel me
[quote who="admiralWillyWilber" reply="13" id="3438276"]I can feel this I thought that it was kind of hard to read.[/quote] I'm not sure what you mean... Is that two sentences talking about two different things, or one sentence? Rephrase? As for the rest of what you said: I agree. Whether it's done through clips (high production costs), or just better text descriptions (tricky, but low production cost), I feel the need for more infoz!
I am so glad you guys are taking the UI seriously. After playing SC2 and customizing my hotkeys there, GalCiv II hurts me :P! Please let us create custom hotkeys, even if it's just through editing a .txt
[quote who="ElanaAhova" reply="7" id="3436382"] Sid Meier: "Interesting choices." ... Many interesting choices early, often.[/quote] Yes! And one of the key components to choices is that the player understands the differences between Choice A and B. Without being informed on a choice, the player might as well be flipping a coin, or picking A because he likes the font A was written in. It's not a choice. So in order to provide interesting choices, your pla
Had an idea on how to implement some of this: a counterpart to the UN feature, the "Galactic Arena". Earn prestige, fear, make moral choices, and steal enemy tech, as you pit your fleet against the enemy in the yearly games! The strength of the enemy competition is based off their standing fleet.
I'm writing some thoughts, some ideas, I'd like you to consider. While it's written in an authoritative voice, please take this as simply my opinion -- like having a discussion over some drinks. Some theory crafting between mates, if you will. .... Testing Oneself. One of the most important factors to giving a player a visceral sense of progress is the feedback loop created when they test themselve