Would it be possible to someday play as the Sorcrerer King, or even have a campaign on his rise as an expansion?
UnleashedElf
[quote who="trims2u" reply="27" id="3483765"] The Korx to me were the expression of what an amoral race is. Neutrality isn't the same thing as amorality. People who are neutral can still have a very strong code of morals. Ethics are different than morals. For instance, I always saw the Korx like modern international arms dealers - people willing to sell guns to anyone who brought cash to the table, regardless of what they were selling, or the obvious
[quote who="Navinor" reply="65" id="3483883"] What would happen if Stardock would spend billions of dollars on Galactic Civ III, but no normal player could play it? You would have a "super complex strategy simulation", but how much would by this? 3000 people? Great. 3000 hardcore gamer playing this game and the company is financially ruined. That will not work! [/quote] Stardock does not eve
[quote quoting="post"] From the information available, GALCIV3 is looking pretty much like the previous iteration with nothing that substantial to tell them apart. This is a gut feeling impression and I hope I'm wrong and there's more than updated graphics and tweaks here and there to justify wide consumer interest in a seemingly lackluster premise. [/quote] The 2 things I expect to do well in this game are: 1. The AI will
[quote who="Ashbery76" reply="58" id="3442558"] The problem with the terribly dull combat in GC2 was not just the lack of any interaction but weapons tech is just a boring numbers game.The difference between laser1 and phaser was nothing but a number.No range,no rate of fire,no shield penetration or anti armor bonus.Games like Dominions4 and gratuitous space battles show that you do not need full control to make it interesting. [/quote]
[quote who="deathcoy" reply="145" id="3478474"] I didn't like the unit customization and unit templates thingy. To me it kinda dilutes the rock, paper, scissors tactical aspect in the turn based combat. I'd prefer if they had more roles and specialization to units more like pre-determined roles for different unit templates in addition to customization that is within that role. AoW did this well with their different specializations, tiers, category of units but it didn't have
[quote who="tallmabu" reply="5" id="3453627"] I don't really see this as a problem. Just get the tech that allows roads to outposts and you can put up roads pretty easily. The build roads skill is pretty useless as you pointed out however.[/quote] It's really slow and that requires clicks. It's a huge micro problem when you've got a large empire.
[quote who="Lucky Jack" reply="4" id="3452488"] Just for comparison (since this will vary from one processor type to another) I have an i7-4770 (quad CPU, 8 threads) and when the game is idle, or if another app has the focus, the CPU load is all over the spectrum, with some CPU's load going as low as 5% and others running up to 60%. Also, the temperatures of the CPUs are varying from the mid 40s to 60 degrees C. My GPU's usage is running between 55% and 65% and at 68 degrees C (
[quote who="admiralWillyWilber" reply="16" id="3451996"]Never invented industrialization.[/quote] How would they have gotten into space then?
[quote who="Iggore" reply="14" id="3451894"] Like somebody mentioned, you can overlook the lack of originality with the fact that they're so over the top. The Dregin burn people's souls (Aul) to produce energy for fuck's sake. They're metal as fuck. Works for me. e: but yeah they remain space orcs, down to the green skin. [/quote] Isn't it the Korath that do that? The Drengin just want them en
Doesn't that kind of reinforce the stereotype though? [quote who="Gaunathor" reply="4" id="3451665"] 1. They are patient. If a plan takes tens of thousands of years to come to fruition, they are perfectly willing to wait. See the first conquest of Toria as an example. The Yor are probably the only race more patient than the Drengin.[/quote] They are long term thinkers. I think that in our fast paced modern society, long term thinking has bee
I'm thinking compared to Alpha Centauri for example, the factions seem to lack "life" in a sense.
[quote who="kryo" reply="4" id="3451587"] the atmosphere of the universe Mostly extremely sparse hydrogen at about 2.7K. Seriously though, I would not assume any graphics you see at this stage are final.[/quote] Are there plans to upgrade the graphics for launch?
It seems to me that the Drengin are just well, your stereotypical "bad guys". They lack any sort of depth, any sort of character. There are no signs that there is a culture behind them - just a desire to conquer the universe and make everyone their slaves. They're the bad guys. It's obvious to everyone that plays. But at the same time, there's nothing else. They are simply ... the bad guys. What I think is lacking is a more in depth ba
What is the state of planetary invasions and ship combat in the alpha?
There's now much more incentive to get population now other than just wealth and culture it would seem.
The starbases in GC2 looked all alike. Should they vary by race? Should there be a starbase designer?
[quote who="Woolfsmck" reply="19" id="3448574"] Depends on your stratgey ... I sometimes zerg ... wave after wave of cheap ships and wear down the enemy. Leveling up doesn't matter since few ships survive. But quality fleets are a different strategy, and having them level up is important .[/quote] There's advantages to both a Zerg and a Veterancy strategy. It will depend on the incentives for leveling up.
[quote who="anc40" reply="13" id="3447636"] I think the Death magic school has a spell that increases unrest already. The quest is whether there should be a high-level sovereign spell that increases unrest significantly, thus allowing the Betrayal spell to work...sort of a one-two punch.[/quote] In that case, we need something else. Something powerful, but not overpowered ... like an instant city capture.
Yet another option could be to design a ship from ground up: - Reactor - Defense systems (shields, armor, PD) - Weapons systems - Sensors, support, etc - Utility functions (ex: mining, trade) - Special abilities Then each part would gain experience and get progressively more potent.
[quote who="admiralWillyWilber" reply="11" id="3448342"] I rethought modules it could be that when enough ships reach enough levels then you could get modules to add when you level up, or this could be workable for upgrading if you up grade that ship. The problem with modules is that it would require you to upgrade the ship to recieve the ability.[/quote] It could be automated somehow - like a perk.
[quote who="admiralWillyWilber" reply="9" id="3448076"] This comment really confuses me. but that could be that I'm familiar with Civilization, or Sins of a solar empire. Games like this sometimes gives additional abilities when you level up, but requiring you to have resources to do this is all right. I guess you could have a cheap option that don't require much resource while you don't do much while you could have an expensive resource that does a lot, or options in
Would making some things like Loyalty useful count?
[quote who="admiralWillyWilber" reply="4" id="3447790"]One of many problems about making this game real time you either have to take away many features on the game because there are to many features to manage a real time game, or just as bad they would have to automate many features so you don't have to manage to many things. Losing the flair of making this game real time. Since a lot of turn based games have this option why do we have to implement real time to have this option. I'm n
[quote who="WIllythemailboy" reply="2" id="3447647"] Quoting Iggore, reply 1 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? They were, and were pretty easy to exploit. Slap a fleet defense module and a fleet speed module on a huge hull, give it one weapon a