Found this typo last night. Just FYI: [img]https://farm8.staticflickr.com/7207/26371979963_e16d56c789_o.jpg[/img] Poor Tim. [e digicons]^_^[/e]
RooksBailey
[quote who="jim_viebke" reply="16" id="3409058"] Haha, cool story. Old McDonald had a farm...Eyey Eyey O...And on his farm he had a Khzithak...Eyey Eyey O...With a ARHHFAHHAAAAAAAAARRRGIIIAAA HELP AAAUUU HELP! IT'S GNAWING OFF MY...[/quote] That was one of my favorites! [e digicons]:grin:[/e] I don't mind the humor, but I would just like to see it balanced with more a more factual presentation. I really like t
The first interview with a dev is out. No hard details, but some good general ideas being floated. Some highlights: One of the great things about Galactic Civilizations II was how alive the galaxy felt—the universe, it was full of random events and the presentation and things. How will the universe feel alive in Galactic Civilizations III ? A big problem with a lot of 4X games is that they feel rather dull and pro
[e digicons]1*[/e] Completely agree. This was one of the things I liked about Distant Worlds. Every planet had a use even if it was just for mining resources.
[quote who="joeball123" reply="6" id="3404896"] If they do include some form of ground combat in the game, however, I hope it's not really any more than giving general priority orders - e.g. 'take this area, then move that way', rather than anything too detailed. Or, alternatively, have the player able to command the forces involved in a couple of key battles for the planet, like the taking of a major city or an important landing zone.[/quote] Th
[quote who="jim_viebke" reply="14" id="3405334"] Quoting Cyong_, reply 13 I just want a random event to occur either to the civilization or a colony that causes the political powers at play to 'Shut Down the Government'. Since Stardock seems to have fun embedding jokes in to their dialogues, just figured this would be a nice joke to have. I was just thinning about that yesterday! Though that might be old news by release... or not.[/quote]
Glad to see I am not alone on this. [e digicons]^_^[/e] GalCiv 2 had the genesis of a good idea: remember the planetary screen? On it, there was always a quote from a random citizen reflecting their opinion on the planet and the player's leadership. I would like to see this expanded so you get a lot of feedback from the citizenry. Perhaps we could borrow another idea from GalCiv 2: the robot TV show that would report on a new tech breakthrou
[quote quoting="post"] One of the things I enjoyed in Gal Civs II from a role-playing standpoint was political parties. I really liked them, and I would like to see greater emphasis placed on internal political rivalries (more parties, more fighting for votes, etc.) Another thing is governments. I liked the idea of governments, but I felt they were too straight-forward (Federation = swimming in money). I hope to see more government types based on preference, each offeri
WEGO is my vote. Allow the player to plot out his orders before the battle begins, but once it starts, the fleet's commander is on his own. [e digicons]:borg:[/e]
[quote who="Hawawaa" reply="1" id="3404742"] Look at Distant Worlds Shadows (king of living and breathing galaxy) and Sword Of The Stars 2 ie Randoms and Grands Menaces what doesn't kill you makes you stronger and more fun. I like pain. Strike me where I'm weakest I dare you... [/quote] Distant Worlds does come the closest to creating the illusion of a "living and breathing" galaxy, largely due to the "private sector" I love to watch the merchanters going aro
I agree with the OP. Ground combat needs to be better fleshed out. The problem is how do you make ground combat deep and realistic without making it a heavy time sink on the rest of the game? Perhaps something like Crusader Kings II where armies siege key cities over a period of months?
This sounds like what Gratuitous Space Battles does for its campaign game.
I love 4X sci-fi games, but 99% of them just seem so lifeless to me. In a lot of these games, planets come across as lifeless points on a map that serve as little more than resource generators and conquerable spots. Fleets provide the only real life in the galaxy as we can see them zip around, but even here the ships often seem like solid hunks of metal that just blindly obey the player's orders. Some games have "characters", but in reality these "people" act as li
This is something I am going to just wait and see what SD has planned as I can see arguments for both sides. I like hands off tactical combat as it is the best system to give the AI a fighting chance, as well as giving the player a chance to just sit back and enjoy the fireworks (especially if there is a great graphics engine at work). On the other hand, the tactical combat in Elemental was well done and entertaining. Personally, I would be very gratified to see a Gratuitous