I wonder if the tech ages would be better understood if the next age was not visible to the players. Hence, the possible research options are not visible. The next age unlocks after a certain amount of research points have been attained to unlock the new ideas of the society. I for one like to be able to see the next ages ideas and research. After thinking through a lot of these things, I'm starting to like the idea of the tech ages. Having the idea of not seeing the next ages tec
parrottmath
[quote who="DARCA1213" reply="65" id="3481463"] Parrotmath, are you a stupid player that charges up the tech tree and needs tech ages? [/quote] No. nor did I say that it would help new players with the tech tree either. I've already said, I don't support either side of this idea. But I also don't see any good arguments, especially the freedom argument for the tech age. Also, do you understand what is communism? Are you referring to the economic te
No no no... you can get the achievement by donating a few million dollars to Stardock... check payable to me and you'll get the achievement after the check has cleared the bank.... or what Ryat said.
We don't know what the AI is going to do at this point, so how is it we can't be competitive in research? All other players must satisfy the same requirements of researching half the techs before the next age, so how would we be non-competitive. Brad has mentioned that the AI is not going to be cheating (as was done in Gal Civ 2), if you are going to play on harder difficulties it should be harder and therefore competitiveness should be adapted to in that situation. I still do
[quote who="Keystone1788" reply="54" id="3481283"] missile defenses to deliver happy meals. [/quote] This is what the Drengin do... launch missles to get happy meals ;)
[quote who="Keystone1788" reply="51" id="3481267"] Right now the concept of Ages is a hard barrier which requires an elaborate explanation for why a civilization which just researched "Agricultural Optimization" can't start trying to figure out "Food Distribution" or "Intensive Farming" until they research Missile Point Defenses and Zero Gravity Construction. [/quote] The populous of your civilizations feel that it is important to have military defenses. Part of
[quote who="DARCA1213" reply="46" id="3481235"] I swear Parrotman says he impartial, but with so many people openly against it already he comes across as defending it! (super orgasmic enthusiasm laugh) it might not be fair for us to move on before we know if the starports are still vulnerable... DARCA. [/quote] I may appear to be defending it because in order to find a good argument you need somebody on the other field to battle. I t
[quote who="charon2112" reply="40" id="3481080"] bee-lining is a valid strategy and should be available to the player if they want. Remember, it comes at a cost. If you head straight for one certain tech, then you aren't advancing in any other area. It certainly isn't something that's overpowered and needs to be done away with. [/quote] The problem is that this is still a strategy, the route is just not as obvious anymore. You can beeline
That's a good list. A good resource for people wanting to express an idea that may have been suggested already. :)
[quote who="DARCA1213" reply="35" id="3481032"] I now dub you Parrotman! Can I please please please please please call you Parrotman! Jk* you know MODDING is nice and I like it ALOT. But as testers we are supposed to help with the actual game. And alot of people have openly said they don't like it and others indifferent to it. So it sounds like a open and shut case to me. DARCA. [e digicons];)[/e] [/quote] Yeah,
[quote who="DARCA1213" reply="29" id="3481016"] lets look at the facts: With ages: 1. You can't bee line for weapons. 2. Makes the game looonger. 3. Its new so it must be good...right? 4. Encourages more strategy in strategy games. (that sounds really stupid when I say it out loud.) 5. Only 1-2 are real reasons and there really isn't anything this adds more than it takes away. [/quote] 1. To Which weap
[quote who="Keystone1788" reply="22" id="3480985"] Thinking it through -- what if research costs were influenced by a ratio of (base tech cost/total accumulated research points to date)? So I'm trying to research "Planetary Invasion" at a base cost of (again making it up) 1,000 research points. In Game A I work up to it, developing a well rounded civilization with total researched techs totaling 15,000 research points. The research cost modifier for Planetary Invasion is 1,000/15,000
I wonder if we remove the ages whether in a multiplayer game the only strategy for the player would be to bee-line to planetary invasion and start taking away all their planets. The ages might possible force more strategies to be done in the research tree, I'll have to play a few multiplayer games to see. Right now I support the ages, but I'm not committed to them.
Yup, that is in essence what I had to do for the Henchmen females. Similarly I did this with the militia to give them special armors unlike the other races, so they upgraded in unique ways.
Rotate the camera with the middle mouse button. That is uniform throughout the game. At the moment, I don't think there is a way of moving the menu interface around.
Unless steam changes their methods of distribution, I would probably say this is not going to happen. Also, if they enable a hotseat multiplayer, but by the way they set up multiplayer it doesn' t look like that will happen either.
I think it brings back the civil to Galactic Civilization. It makes sense that a civilization at it's core would round out itself in many different fields of research before advancing to the next age. I don't necessarily enjoy the method to which they implement this, but it is a good first attempt at allowing a civilization come to a revelation. I view this age requirement as a loosely based tree on certain techs. It's better than making hard requirements of all trees wher
Have fun. I know I enjoy my days off to relax.
There are some changes coming to the starports right now. It is really unfortunate that the AI hasn't protected these things at the moment. They should in the future be well guarded. That strategy you mention, I used to stop the AI from building ships in Gal Civ 2, as well. It is a real problem that needs some way of being dealt with. I wouldn't mind seeing a planet based defense rocket that targets ships within a 2 hex radius for explosion :) Also, if Carriers are placed in t
[quote who="abob101" reply="745" id="3480576"] (her?) [/quote] From what i remember a long time ago it is a her, by design of the creator.
It is true that you should change problems or wrong directions when you are in the alpha stage. But the hex based part is closer to the basic building blocks of the game that are pretty well set at the moment. Yes, some of the items do feel like an expansion pack from GalCiv 2 until I play GalCiv 2 again. There have been quite a few changes including how graphically different the game looks and feels. I would not chalk this up to a glorified expansion at the moment. I do agree that ev
[quote who="Borg999" reply="18" id="3480474"] Quoting parrottmath, reply 17 Just upgraded my work/gaming PC. The last one lasted about 4 years, but what do you expect from a laptop [e digicons]:)[/e] I haven't looked into it in a very long time, but you can play decent games
I do like the humor involved with that tool-tip. Makes seeing these things give me a little chuckle. I'll have to keep an eye out for more "Missing Info".
Just upgraded my work/gaming PC. The last one lasted about 4 years, but what do you expect from a laptop :)
I like a lot of these comments. I would like to point out the ones I particularly like from your list. (Yes, I know you said no discussion, but I wanted to provide feedback saying this was well thought out and a good read) [quote]Ship yard - what is the point of the background squares? I thought is was a nice tool for getting proportions among ships and feel the final size versus other ships. But no. When you zoom in and out, only the ship is scaled, not the background scal