admiralWillyWilber

admiralWillyWilber

Joined Member # 3604084
162 Posts 3,744 Replies 2,108 Reputation

I like that part of the battle as is you can watch them. In the beginning they asked for tactical combat. Two even asked for real time. Hadn't heard that in awhile. Almost every complaint I heard in the last couple of years was bugs. Turn based would be alright if it had its turns right there. If it is real time combat, please give us a pause button, and not like sins where you can't do a lot of things when you pause. What I mean is by turns right there. Instead of doing comba

125 Replies 722,405 Views

The last time I played sins there were only three. That was one of the problems with the game there are only three. Multiple players can use the same one, but there are only three.

4 Replies 22,967 Views

I can see the point where having a inferior interface to two in the beginning didn't help. Forgetting charts they had in two. That annoyed, but it wasn't game breaking for me. Forgetting about asteroid miners, and ground combat didn't help.

125 Replies 722,405 Views

Well a couple of ideas. First I think the tech trees could have done better. They need to be more specialized. Also hubs needs to be specialized again. I know I'm talking about abilities not arbitrary trees. How about anomolies helping you finish tech research. How about they have specialized research. Being able upload, and download factions, and ships great, but losing the same for mods was a mistake. Let's have both. In galactic civilizations 2 they ha

125 Replies 722,405 Views

Here's an idea you could just make the surrendered planets uncolonized planets. This would make a new planet grab. You could require the game to add a ruin resource on each planet; also, these planets would have special new colonization events specifically for these specific type of planets. Colonizeable planets is better than dead planets.

108 Replies 601,562 Views

[quote who="pheonixstorm" reply="83" id="3759298"] I really really hate this new surrender mechanic. I'd rather go back to the AI randomly surrendering to another faction than deal with a few hundred dead worlds. That is a lot of food, artifacts, and potential precursor worlds I can't claim. Not to mention that in my current game there is a giant hole in the galaxy now. If micromanagement is an issue use the ai governor or create a commonwealth. I play 4X games for the irritat

108 Replies 601,562 Views

[quote who="Frogboy" reply="82" id="3759291"] I think the new gameplay styles can be made into an option (scorched earth and FOW in territory). [/quote]I would like the new surrender to be an option we can shut off. There are already to few planets the past thing we need is create fewer.

108 Replies 601,562 Views

[quote who="Gauntlet03" reply="1265" id="3742386"] Finished: Arachnids (ACND) moved to Altarian base set, from Thalan. This means they appear with the other all-organic ship designs of Grell (GH). Added a Tiny Balanced design and Transport design to the Arachnids (nothing special). Grell, ACND, and Oraganic ZZZ components r

1,416 Replies 4,486,591 Views

Personally I've never picked up a game where none thing was wrong with it. The only difference now is that it is easier to come up with updates. With galcivilization 2 getting those last two updates it is better than what it used to be. Galactic civilizations 2 used to put the wrong improvements on the wrong tiles. There were balance mods for 2 with people attempting to fix it's problems. I tried playing two it is hard with threes interface being light-years ahead of two.

17 Replies 107,279 Views

Stardock has announced in the past that it is not planning to step on ironclad toes. Brad has said that real time is sins of a solar empire is real time. While it concentrates on turn based strategy with galactic civilizations.

2 Replies 23,526 Views

Well I remember back in the day that there was a range that ai transports need for there to be a planet to invade, and that was 16. I remember two mods that changed that to 256. It does needs to be increased from 16. Someone needs to make the mod again.

17 Replies 107,279 Views

Well to begin with galactic civilizations is a turn based game. Sins of a solar empire is a real time strategy game. Yes you start out with only one planet in each game. In galactic civilizations. There are a lot of uninhabitated planets. In sins all planets are inhabited by someone. In sins you can only travel through phase lanes. In galactic you can custom make ships and factions. In sins you can choose abilities for capital ships. In galactic you can build up planets. In sins everything ta

1 Replies 20,687 Views

I have to agree converting surrendered planets into class 0 planets is a bad idea. In civilization surrenders caused cities to become resettleabl e. Converting them back to recolinizable planets would be acceptable. Here's a better solution. When an ai surrender give them an option to make them into a Commonwealth. That way if the player doesn't want to deal with it he doesn't have to. If he wants to deal with it he still can. Don't destroy the planets. I still think you should only b

108 Replies 601,562 Views

[quote who="pshaw" reply="28" id="3758802"] Updates 8/26 Fixed issue a surrendering player's planets were being decolonized instead of converted to dead planets [/quote]why would you not decolonize these planets why make them dead. There is already not enough planets on the map.

108 Replies 601,562 Views

Ok the manual 3.8 is your best bet. I would state that the forums, and discord is a decent place to get help. Let's play videos will help. Also there is a little more outdated newbie, and other guides on steam.

5 Replies 16,107 Views

I do got to say is vgm is not my idea of a game. What I'm asking for is a strategy game maker. The turn based or real-time could be one of the options. Also, turn based with real time combat, or turn based tactics could also be an option. Space, earth, underground, underwater, or other realm. To be an effective strategy game maker. There needs to be options on as many rulesets as possible. To be a game maker. With a default setting. The problem with mods vs. a game maker is mods are limited t

21 Replies 404,594 Views

Ok administrators came out in version 1.7 I think. I know it was out with 2.0. they started out with 30 I think. Crusades came out with 2.2. in my opinion the base game was perfect between 1.7 to 2.0. administrators came out at the end of the classic game. Buy crusades it's worth the investment.

20 Replies 64,743 Views