I want less arcade-ey combat!
tjashen
The DIN Lord Kona (Drengin Imperial Navy). Of course, I usually end up with rather descriptive albiet unimaginative class names, like the Tiny MR Colonizer Mk III... but class names aren't quite the same as what I'm talking about. If I have to right click or something to get to the screen to name an individual ship, that's an extra step that I'll probably not take. It'd be nice if there was a game option "show ship naming pop up", or an autofilled nam
I was not aware of this. As far as I knew, you could only name ship classes/designs, not assign a different name to each individual ship. In Ascendancy, a popup appears asking you to name the specific ship as soon as you select it's class for construction.
So, I was playing TOA last night, and it occured to me that in at least one other 4x space game, you have the ability to name your ships when they are built/launched. In the later game, this isn't as big of a deal, but in the early game, when you have say less than a dozen ships, some of those being on long range scouting missions, well it'd be nice to be able to identify with them as other than scout ship #3... Sure, colony ships will probably go unnoticed, i.e. galac
Star Wars just isn't the same without the sound effects... And, to agree with some of the previous posters, if you think there should be no sound, then turn sound off! Also, most Captains in space/real life don't go into battle blaring some operatic soundtrack - so you should turn that off too. Myself, I play this game partially as an escape from reality, and the pew pews make me happy...
I read an article yesterday about the lack of 'green' stars. As I remember, it has to do with how the rods and cones work in our eyes. The sun emits light in a variety of spectrums, and our eyes are a little more reactive to light from non-green spectrums. Hence, the green gets washed out a bit. This also helps explain why sunlight looks mostly white to us. HOWEVER, since the Sun's peak wavelength is mostly green, it MIGHT help explain why plants ar
In my ToA game last night, I had a Thalan Colony ship sneak into my home system and colonize one of the planets there. I was focusing on planets in other systems, and it was only a PQ4 world... Anyways, due to the Influence strength of my home system, it flipped pretty quickly to my control. So nice of the Thalans to build that colony for me! Back on topic, I guess I'm not too worried about 'cohabitation'. Influence bonuses tend to
So, wait, the Thalan aren't the reincarnated souls of all the Praying Mantises that get squished by Humans? Not this human, though. I take care to avoid stepping on them Mantises, they help with pest control... [e digicons]:grin:[/e] Brad did mention they come from another universe, though, so perhaps in that universe the Praying Mantises evolved to human size...
On the tile note... There is another game that I think has a pretty cool tile system. Ascendancy. In Ascendancy, you have five tile types: green (food), red (industrial) blue (research) white (generic) and black, which can be terraformed to white. Different world types have a different mix of tiles, and there are several world sizes, which have an increasing number of tiles based on size. The blue, green and red tiles essentially add a +1 to production of s
I was just playing GCII:TOA again, and those food tiles reminded me about this. Food tiles, while the bonuses they provide sound cool, can actually massively throw off approval ratings when the populations grow. A high bonus food tile can literally double or more the current population, and trying to offset with happiness structures becomes problematic with a limited number of tiles, especially when that 300% food tile comes into play. So I'm thinking that this needs
[quote who="Frogboy" reply="38" id="3411692"] Those who like the idea of designing carriers and seeing carriers in action in fleet battles I think will be happy. Those who imagine fleet battles that play like MOO2 (i.e. where you're micro managing individual units) will be less happy.[/quote] The plot thickens... [e digicons]:cylon:[/e]
[quote who="Marauder_IIc" reply="15" id="3411331"] (snip) @TJAshen You statement makes sense, however that is not why/where, at least for me (not speaking for ANYONE else here) but more because I have always had an interest in reading about various wars as well as watched many documentaries, and frankly WW2 had a lot of changes due to carrier bound aircraft, and that was the direction I was thinking in, as the carrier fleets both in
One of the reasons fighters are so popular in this genre, let's face it, is because of the source material, i.e. TV/Movies. Star Wars has fighters. Battlestar Galactica has fighters. Space: Above and Beyond was pretty much all fighters as I remember. Buck Rogers, Babylon 5... I can continue... While Modders make up a small part of the GalCiv community, I'm sure they would LOVE to see a fighter implementation, if only to make their own mods more 't
I'm trying to remember which older game had 3 dimensional stars. In fact, while the galactic disk is indeed pancake shaped, it does have a fair amount of 'girth' along that disk. which is why when you look in the sky, you see stars in all directions, not just say along the equator. Of course, if you are away from light pollution, you can also make out the Milky Way as a band crossing the sky. I just remembered, Ascendency has a 3d star grid, with set warp
This thread sparked a bit of silliness in my brain... 'Mega Event: Elvis has been spotted in your empire. Throngs of fans are flocking to his concerts, and watching his holocasts. +5 to happiness, and -5 to productivity for all of your planets for 20 turns'. Probably just an 'event', but Elvis was a MegaStar, hence a 'Mega-Event'.
I felt I should be a little more clear r.e. my previous post. When I said 'the shortcuts simply stopped working' that doesn't clearly express what was going on. Essentially, I would click on the shortcut, which after a small number of seconds would generate some sort of launch error message, i.e. the intermediary would attempt to launch and fail. But by bypassing the intermediary and going to the game.exe directly, I solved my problem. so, as I stated the
If you want fighters in a game, the question that needs to be answered is WHY? What can fighters do that the run of the mill starship can't? In modern day combat, fighters can extend a ship's reach deep into land. Sure, cruise missiles can also do this, but fighters have a great degree of flexibility, whereas a cruise missile is single minded once it is launched. To extend this analogy to GalCiv, perhaps fighters can assist in ground assaults as well as i
In the Elemental forums, we have one regular poster that has recently reported having driver/crashing issues since the latest Steam update. He thought that this might be Nvidia driver related (btw, GFireflyE is still using XP), but the Steam drivers are one of the suspected culprits for his issues. Thread here: https://forums.elementalgame.com/448895/page/2/#3407991 I share this because it may be relevant to this discussion. More '
Arrrrrrrr!
I know the 'anti-planet spam league' will hate this one, but I'd love to see you able to do SOMETHING with all of those PQ0 worlds... Not necessarily a whole 'colony management' thing, but at least build an outpost (similar to a starbase) that produces minerals, etc. Minerals are subsumed into economy, but something similar to the Asteroid mining mechanic would work nicely for these. The bigger the world, the more valueable it might be. Some 
[quote who="Gaunathor" reply="2" id="3406086"] Demanding logic from Kaiju Eiga? Where is the logic in that? I'm all for movies, that make you think (2001: A Space Odyssey and Blade Runner are among my favourites), but expecting this from Kaiju Eiga is misplaced. They are primarily about the visual spectacle (the fights and the destruction). Only a few go beyond this and raise some issues (like my favourite movie, the original Gojira). In any
Ok, I am going to bring up that Gratuitous Space Battles model, again... In GSB, you set the formations of your fleet beforehand, but then the battles are autoresolved. GSB focuses more on balancing designs to see which combinations of systems will best augment your fleet, and replaying a given scenario with your different designs until you strike the best balance versus a given enemy, which really isn't that much different than the GalCiv situation. You
I'm all for a GOG verson of GalCiv3. Really, Stardock would do well to make it available on both platforms, That way, the Steam haters can get it on GOG, and vice-versa.
What would be really twisted is if you could 'turn' an enemy hero/governor using the espionage system, and make him a 'sleeper agent' for your empire. Then, at some opportune moment, he reveals his true loyalties, disrupting the operations of those below him. This could result in a penalty to the defender's planetary defense value, a flagship might disengage from combat/change sides, you get the idea...
Being an older guy, I recently downloaded Ur-Quan masters to get a feel of the Star Control experience. The Space Combat is really annoying. Sure, I could spend hours in the Super Melee trying to master it, and really I enjoy the other aspects of Star Control a lot, but the space combat is a deal breaker. The Space Combat is why I gave up on Ur-Quan ultimately. Mind you, I don't mind the occasional top down shooter (Starscape for example), but it really frustra