[quote quoting="post"] Bad news Michael Whittaker died, but before he passed away his mind was put in this robot. So there was no confusion they named the robot Willy Wilber. Which eventually took over the United States navy, and became an admiral. After becoming an admiral in a war with china he took over the secret government of the United States. To avoid confusion after I changed my name on the post. I thought I should tell you who this new guy is like you would even care right. If
Wetballs
I vastly prefer the version from Galciv2. This style is a drunken step in the wrong direction. Sorry.
On the surface, Galciv2 looks to have all sorts of options for ship building, but in reality, it always boils down to having your biggest ship loaded with your best weapon. That always annoyed me. I too think that all hull types should be viable at any stage of the game. More diverse ships with more diverse roles and weapons would be lovely.
[quote who="John Falkenberg" reply="2" id="3423118"] I use Twilight: Tolmekian's TechTree Fix v3.51 https://forums.galciv2.com/405819/page/20/#3204457 [/quote] Same here. This mod (and I assume others like it such as ones by MarvinKosh, Gaunathor, & Altarn) make Twilight of the Arnor feel like what it SHOULD have been out of the box. I'd never play TA without it.
I hope they keep tactical battles the hell away from Galciv3.
[quote who="Seilore" reply="8" id="3417550"] I'm all for modding, however, if they have some sort of ranking mod's would be excluded from those games for "fair" play so therefore I never play with mod's only play metaverse in Galactic Civilizations II, that's the main reason why I would love the base game to have a longer tech tree and even slower technology rate if possible. [/quote] I never got into the whole metaverse thing, but I reme
I also play with Very Slow research, and on Gigantic maps, I've never ran through all the techs. Well I usually get all the techs except the weapons, and that's only because of the weapons tech inflation they stick you with. I don't think I've ever used weapons that did more than 3 or 4 points of damage. Dunno if that came with Twilight of the Arnor or what, but it sucked nuts. Sure hope they do away with that in the n
In Galciv2, I always play a custom race called the New Earth Confederacy. "Descendants of the first Terran colony which seceded from the Alliance in 2184, the NEC has re-emerged on the galactic scene to stake its claim to power through commerce, industry, and the monopolization of interstellar trade guilds."
Personally, I could do without heroes. While they are fun in Fallen Enchantress, I'd rather see Galciv3 dominated by huge fleets and not individual special characters. I hope to have more to worry about than leveling up Buck Thrusterblaster so he can use the +3 Mindcannon with the laser scope. Although if heroes are in the game I'm sure it'll still be great.
[quote who="yarodin" reply="4" id="3414965"] In GC2, the appearance of a race doesn't really matter. You see them only on the race selection screen (which is just an image) or in the diplomacy screen (I'm not sure, but I think they weren't animated there either). So, what really matters to add a race are its traits, tech treee and maybe ship design style. Don't know for GC3 of course, but individuals (and their appearance) won't be very important either.[/
[quote quoting="post"] So I read through the databank and looked up the current events for my Torians. They are ... gulp ... meat for the drengin. That's pretty harsh. Ah well it will make turning Drengin ships into slag so much more enjoyable. [/quote] I was disappointed when they said that some races from Galciv2 wouldn't make it into Galciv3. For those of us who don't care much for the story (yeah, so kick me
[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] Perfect! I can't friggin wait!
Hanger modules that would allow larger ships to carry squadrons of smaller fighters was the biggest thing that I felt was missing from Galciv2. I've been hoping for years that they would be implemented in Galciv3. If not, I hope that the game will be moddable enough that we can come up with something ourselves. I don't understand all the hate for this concept. Whether you think it's "realistic" or not, big deal - fighters are
Good god, I hope they tone DOWN the wise cracks! If I want to hear lines from Monty Python, I'll watch the friggin DVDs. I'm trying to run a space empire here - I'd like the atmosphere to be a bit more on the serious side. Like, a lot more serious than the cheese they served up with Galciv 2. Great game, but the dialogue and tech descriptions just pissed in my immersion corn flakes.
I love the micro-management! Not only do I never use governors, I don't even set my ships to auto explore/mine. I hate the rush-rush of real-time strategy games. I play turn-based games because I want to take my time and get involved with every aspect of what's going on in my empire. I really hope they don't dumb things down for the sake of multiplayer.