[quote who="Misaniovent" reply="4" id="3447676"] I imagine that Stardock learned a lot from how Sins dealt with increasing fleet sizes and distances from the capital world.[/quote] How do they do it in Sins?
Iggore
[quote who="Rudy_102" reply="3" id="3447674"] Fellow Hearts of Iron fan? Then I don't need to say I like your ideas.[/quote] I got HoI this week and I love it. I just quite my game with Japan, I accumulated too many mistakes; I started playing the game like it was Risk or Axis and Allies and got screwed. The learning curve of this game is brutal, but I love it.
Thanks. Also, here's a tl:dr: distance should matter in GalcivIII. The effectivity of ships, starbases and planets in a number of area should be determined by their distance relatively to your empire.
I disagree. Humour is immersive as fuck. A good joke on the part of a Dregin or Yor will serve to contrast the many differences, obvious and less obvious, between two civilizations. The Yor comment about how we communicate by moving wet meat around in a cavity is my favorite example, it serve to underline how alienated a cybernetic artificial race should truly feel in a universe dominated by biological life forms. I'm not sure how you could achieve the same by being
They were gray uniform with a touch of Nazi chic.
There are already modules like that in GalCiv II that gives bonuses regarding speed, defense and attack, depending in which zone of influence you are. I never used them once but I suspect they are actualy worthwhile. Am I right?
There are a lot of "wish list" threads in this forum, so here's mine. Its about logistics. Logistics is the management of the flow of goods, assuring that "everybody get the right quantity of what they want when they need it, at the right price". From a military perspective, the conduct of war can be (grossely) summed up in maintaining your logistics ability while disrupting the logistics of your opponent. A lot of legendary military leaders achieved what they did n
So, any official word on the victory conditions for GalcivIII?
[quote who="Rudy_102" reply="78" id="3447029"] Quoting InfrequentHazard, reply 75Rudy, no vibration could be conveyed. I don't know, never shoot in vacuum, you know. And since I dropped University to join the Army, I never studied electromagnetic noise generated by shot. Apparently you haven't done that, so as more educated person, can you tell me what'll be should the second astronaut hear anything in case where he has no functioning receiver?
Well, most 4X set in space are really just an extrapolation of current naval warfare. Real conflict fought in space would be totally different, with war being fought through stealthy automated systems primarily set to disrupt your logistics on a planetary and interplanetary level. It wouldnt be boring, just very different.
Civilization-specific government would be great, but the galciv system still make sense, if you strictly define it in term of micromanagement and macromanagement.
A capitalistic race with a non-zero sum mentality. Thats interesting! Also, its large smile and its 4 eyes are kind of rapey.
Unless your empire is in the middle of the map, in which case you only need half of the life support tree. What is maps were actually circular?
Yes, I like it. Perhaps we could coax the player by playing according to the lore by giving every civilization an incentives to do so. Like an ability facilitating behavior according to lore. A Super Ability, if you will.
[quote who="Zarkov" reply="15" id="3441907"] Recently installed and played GalCiv II again, and have to say that the Jagged Knife in my last game represented not so much a disaster, as an opportunity to greatly expand, since you could not only retake previously owned worlds, but also those formerly occupied by your neighbours. You need the tech to send out troop transports of course. But that's about it. Only three to four worlds, had a single fighter to stop an invasion!
[quote who="Frogboy" reply="33" id="3441747"] This hasn't been announced yet but there should be some perks for hanging out on our forums. We hired Chris bucholz from cracked.com as a full time writer. Most of his work will be for star control but he's also involved in GGalCiv iii and another unannounced title.[/quote] Praise the Lord!
The humour in spaceball is satire and pop reference. The humour in Galciv, for the most part, is informative; it really just highlight the differences or the specific aspects of the species, in a really efficient manner. It also make the game sounds self-concious, and thus avod the trap of taking itself too seriously.
[quote who="ElanaAhova" reply="20" id="3441240"] @iggore someone in an earlier post in this thread said they did not like the snarky comments. I was replying to that particular alien's comment. For me, "snark" is a vital ingredient in multi-civilization/race/alien species type games. [/quote] Yeah, I know, I read the thread. My question is rethorical. Whats the link between humour and immersion in a scifi game such as thi
But who the fuck doesnt like the humourous comments? What demographic would that feature serve?
[quote who="Ryat" reply="9" id="3441047"] Admirals will be required to build fleets. *backs out of room quickly*[/quote] Haha... whats the story behind this?
[quote who="DARCA1213" reply="11" id="3440975"] Once there was a civilization... the end. [/quote] Posting this in the galciv wiki.
Britney Spears?
Lets hear it for humour in dialogue indeed. GalCiv's writting was brilliant; witty and descriptive. "We claimed the whole Galaxy. Yes this Galaxy. You're standing in it right now." "Oh, so you communicate by moving meat around in your mouth? Fascinating". Its funny, yet sets the tone immediately. Its incredibly efficient.
Of courses, hardcore fans (like myself) want more complexity. Regular and casual players, on the other hand, want something that is accessible. Now, which of these two groups have more money? I hope stardock wont go the way of Blizzard.
What he said, also starbases also need to be central mid and late game. Its a whole new dimension of the game that is asking to be exploited. Starbases having the same potential and importance as planets would make the game incredibly interesting; early in the game you have to content with habitable planets shaping your territory; late game, you can shape your own territory by maintaining starbases in various strategic location: are you going to cluster them near produc