When hovering over the civ abilities, the screen goes well interesting, as if a half opaque screen would be applied and the leader picture gets a blue bottom part. The background of the Back button does not match to that of the Next/Start (1366x768). The Galaxy Option labels are hard to read (at 22:00).
antibor
When going into options I have kind of menu panels on the left. On the input screen, the "how to make screenshot" is missing - kept secret as in GalCiv 2. I like the basic theme, it is so reminiscent of GalCiv 1.
Emm, my laptop is nearly five years old, Intel T4300, 3GB ram, Windows 7.1 64 bit, Directx 11. I will try the alpha on it but even my wife is pushing me to buy a new one.
Or sharing them via the GalCiv 2 Library ...
I am perfectly fine having the names only in the retail game (neither in alpha nor in beta), only my impression of Brad's intent was different.
Emm, this Summer for the naming? I had the impression (from prototype feedback missing elements 4) that you intend to include the Founder star names even into the alpha.
So quality and size are not separated. :-( Would it be possible to associate buildable terrain with land?
Emm, like the Yor eating sandwiches? Be careful with your wishes. The Drengin eat Torians. But probably only recently.
Separate production and research modules. Structural core modules that increase the size, hitpoint, allow larger modules but decrease defense efficiency Modules that increase the effect range of the starbase (eg very low range for productive by default, then increasing as the starbase can have faster connection to planets) 1/civ military HQ module On military starbases Starbridge actually allowing its weapons and equipment to participate in a combat (or even st
[quote who="Dumhed" reply="40" id="3431688"]Or lets say base material is used by both buildings or ships. Focusing on building those things would later help that planet with building the final products. Or..... or... you can create ships transfer these major materials from planet to planet.[/quote] Muhhaha, has it (building ships to transfer materials between planets) been done in any free flow 4x space game since Stars! from 1996?
The dial is already there. Separating between different productions would need: - either an additional dimension, that I am not sure is possible to add without complete revision, - or a declaration that production spendings are evenly distributed (with or without unused capacity being autotransfered) but military and social production might be affected by improvements separately. For example in Imperium Galactica 2 there is a similar global "dial" that -
This topic (opinion request for actual development options) should be somehow highlighted. [e digicons]:annoyed:[/e] To me there are still two sliders, overall spending rate vertically and production/research horizontally (so 66 and 50 gives the 34/33/33), I consider the dial only as a new UI tool that looks nice and is hopefully easy to use. Maybe our problem with the four sliders could have been fixed by using the military production (with the ship queue being empty) automati
If you have VS 2003 on the same machine, can VS 2012 be configured to use that Platform Toolset?
I hope there will only be a very few. Most of them I do not understand why could not be replicated by other civilizations or are just too unreasonable.
I would also like to get infinite tech tree, at least for specific areas. It is not enjoyable when I cut the research spending to zero because the only tech remaining is technological victory.
I like the "new slider" too. Unless it is too sensitive so I will be unable to move it in a straight line. [e digicons]:blush:[/e] Well, on the other hand it is only half of the picture. The other half is the specialization on planet level. Let's see. I assume the switch is still immediate, does not take time as in Haegemony.
Are there still large boxed games at all, or only the DVD cased ones? I still have the box of my first legal game, Imperium Galactica 1, even the poster that came with it. But not with me. A few movings (and sometimes being able to only afford really small flat) caused me to favor the content instead of display. If having the box or case on display is of significant priority for you then yes, preordering GC 3 might have been a mistake on your side - I think it was not hidden it will c
10 BC per week, but for how long?
Emm, the Terror Star was used to destroy the known shrads, not a stronghold. And the Thalans then destroying not only that but also the plans? Interesting. In the past the events (after the Dread Lords' return) were thought to take place faster with Dark Avatar taking place in 2227 and the Coalition fleet returning in 2230 - fitting the 'five years too early' Thalan claims.
Any chance of the major - minor differentiation disappearing?
How do the Thalans know that the Apocalypse happens because of human actions? Do they know it at all or just guess because of the too many coincidences around the humans?
Personally I would like to get it without direct ship control in combat (at most a general withdraw like during the view mode in moo3). On the other hand I would like to get grouping within fleet, default behavior for ships (similar to Lost Empire: Immortals), objectives (and disengagement rules) for fleets and groups. Default role should even be added to the design. ALSO. I would like to get a combat simulator to test the designs against known enemy designs (with the option to c