The_Tsurani

The_Tsurani

Joined Member # 5714429
1 Posts 33 Replies 321 Reputation

I would suggest using a different colour than yellow. For me, since I'm a little red-green colour-blind I find it difficult to tell apart the green and yellow borders sometimes, especially when they're thin and butting right next to each other. It's not a huge problem since with a little squinting and concentration I can usually tell but if I'm trying to plan out things at a glance it makes it difficult. I once tried to do a semicircle of factories that surrounded a power plan

3 Replies 2,457 Views

I do my own custom factions that were created over a series of years for roleplaying purposes (And possibly a novel ro two... eventually) I have three that I regularly try to make in games: The Terelain Star Kingdom Officially named the Third Kingdom of Terel, it is an ancient civilisation of bipedal ageless felines. Arrogant and aloof they are meant to be played as highly isolationist with a primarily defensive mind-set - I'd hope to give them a pop

11 Replies 40,380 Views

This keeps happening to me as well, the first time it happened I thought I'd just accidentally switched off (It was late and I just about to switch it off anyway) but it's happened to me twice so far, and as far s I can tell all the world are colonised. I've not begun invading yet, so perhaps it's the same problem you have with the AI not knowing what to do.

8 Replies 45,194 Views

Echoing people here - the new bonuses, adjacency bonuses and tile types are all pretty awesome, they add a lot of depth and thought to my colony planning already! I've also had that odd spawn bonus, a couple of times I've had my civilisation or colony capital spawn on top of bonuses, like ancient ruins or precursor stuff with really nice big bonuses [e digicons]:annoyed:[/e] and sometimes the odd GalCiv2-esque oceans-that-are-actually-land tiles thing. I find it kinda funny h

14 Replies 20,790 Views

I've also had a colony map texture not load, though the actual build-able tiles and bonuses were still there so at least I didn't lose out on a nice class 15 planet [e digicons]:D[/e] I also noticed a few typos on the ideology screen, bread instead of breed, etc.

5 Replies 2,639 Views

Actually it was explained in the lore that Draginol was present on primordial Altaria and his presence caused the evolution of the Altarians, who took on a similar form to himself, this is also why the Anor/Dread Lords look similar to humans and probably why humanoid life is far more common than other forms in the galaxy. It was stated that hair, for instance, spontaneously evolved - no other species on Altaria has hair. So whilst the Alatarians are physically (and genetically?) close

10 Replies 32,283 Views

I'm pretty sure there were, the sectors were arranged via a coordinate system and I assume the objects inside the sectors must have had coordinates too, but I never really paid attention to them.

51 Replies 84,899 Views

When I won't be annihilating the competition with y all-powerful custom races (Or as close to all-powerful as I can get them, if I can actually add in penalties for them too) I'll be using the Drengin... altarians... maybe the new supercorporation or the Krynn.

26 Replies 23,518 Views

The Alpha hasn't been released yet [e digicons]X([/e] but as soon as the Devs are ready for the alpha release, you'll get a download link sent to you enabling you to access the alpha! Try a little patience, it's supposed to be coming out late this year or early next if I remember right

26 Replies 23,518 Views

So... the Drengin are looking... well. Especially you, Lord Kona, you're looking....eh... spry for someone of your age... Please don't eat me, Humans aren't as tasty as Torians!!!

49 Replies 254,954 Views

I think the mistake people make in interpreting the stargates is to think of as much larger versions of the devices of the same name from the Stargate movies and tv series, but they're entirely different. Those are basically artificial wormholes, allowing incredibly fast (though not instantaneous) transit between any two stargates. In GalCiv lore, however, they act much more like cannons, accelerating ships to speeds they wouldn't otherwise be able to accomplish and then slowi

10 Replies 123,685 Views

[quote who="Fistalis" reply="22" id="3420535"] Quoting The_Tsurani, reply 21 This might be pedantic, but anyone else notice archaeology is spelt wrong in the tech being researched? I noticed quite a few spelling and grammatical mistakes in the technology descriptions in Galciv II, especially the late-game techs, and the occasional odd formatting change like the Precursor History Altarian tech description I think? Those little things annoyed me, due to it seeming..

58 Replies 175,326 Views

This might be pedantic, but anyone else notice archaeology is spelt wrong in the tech being researched? I noticed quite a few spelling and grammatical mistakes in the technology descriptions in Galciv II, especially the late-game techs, and the occasional odd formatting change like the Precursor History Altarian tech description I think? Those little things annoyed me, due to it seeming...eh... unprofessional in what was supposed to be a finished game. Not that it bothered me enough t

58 Replies 175,326 Views

[quote who="minijag" reply="19" id="3419093"] I'd really like to see some changes to teching. Something that I was listening to earlier. I think it was a civilizations interview. Basically when you research, you are researching general categories, and you unlock specific tech in the category randomly. I think this is a really fun and balanced and exciting way to do science in a 4x game. I dont really have a way with words, so maybe you guys can th

21 Replies 105,306 Views

[quote who="Raknor" reply="3" id="3419200"] Great timeline, really ties up some loose ends. One particular thing I wonder though: Humans transmit plans for hyperdrive to the Arceans. Why? It seems so entirely unhuman.[/quote] It was a magnanimous gesture of peace, hoping to establish fre trade and communications, unfortunately they also sent the plans to Altaria, Toria, Drengi... oh and a few of the other ra

24 Replies 56,273 Views

[quote who="murphyschaos" reply="6" id="3419163"] I think it would be interesting for each spy to have a set of skills that make him or her more valuable in one form of espionage over another. In fact, agents should have attributes like gender and race. Sending a male spy into a matriarchal society would affect the tasks the spy was able to perform. A Terran spy might have difficulty blending in with the Drengin populace while an Altarian would have a much easier time blending in with t

17 Replies 47,861 Views

hm, I never used the food bonus tiles, or even built any farms. Even though a larger population provided more money and influence, I found it way too hard to keep them happy without devoting the rest of the planet towards entertainment, which severely cut down on its other uses. What I would like to see is the ability to make one planet into a farming world, to ship the food to other planets to help increase their population and spread it around, to get a lesser benefit across all you

11 Replies 23,422 Views

Reminds me of a sci fi story about First Contact with aliens, where one alien develops a telepathic ability to read the minds of dogs and realises that they've used their servile adoration of Man to covertly take over the planet and get whatever they want (Food, shelter, chew toys, etc, etc) and attempts to prevent his people from accepting a gift of two gods, a male and female, as a kind if 'thanks for stopping by and introducing us to the galaxy' present. Naturally no on

25 Replies 90,186 Views

[quote who="Starbound_Dust" reply="4" id="3417963"] I'm fine with the current batch of humanoid alien races, but it would be nice to see some more alien races that are different from all the others, like the Thalan are. Having a race of Dragons would be cool, a Feline race too I would love that.[/quote] I'd love a Felinoid race! Finally, racial images for my Terelains... or maybe having a go at doing a Kzinti Patriarchy faction to show the Drengin how to deal with weed-e

25 Replies 90,186 Views

Silicon-based life perhaps; immune to the viruses that affect carbon-based life, like the Yor, maybe better at production but weaker in population growth? Or how about something like the Grogs from Larry Niven's Known Space/Ringworld books - telepathic but immobile, able to use their telepathy to coerce animals in order to find food, and maybe even build things, using them like limbs - they'd be great diplomats and spies, but they'd have penalties to production and soldiering and

25 Replies 90,186 Views

There's no real need to weaponise borders sensors - I was thinking of them as small probes, packages of sensor pods with power supplies and not much else. All they're there for is to detect passage across the border; you've got ships and things to actually enforce border control since it would be costly to equip the sensor net with weapons and in any case that moves it into the problems with interstellar minefields. Therefore they'd come under the sensor techs, and may

141 Replies 495,026 Views

My races tend to be the same, building up a powerful economic structure but neglecting serious military build up until either a war breaks out or until we get ahead enough in the technology curve to regularly field ships much larger and better equipped than the nearest equiv-tech neighbours... and then depending on the situation and who's been annoying me with threats and extortion the 'sleeping giant' might just decide to stop napping because of people poking it rather than

2 Replies 10,878 Views

I actually quite like that the civilisations are so different to each other - the Drengin are good at military, so they get weapons bonuses, the altarans are peace-loving so they get a penalty, Humans are diplomats so they get bonuses for that, Korx are trader s etc etc. Each race is handicapped in one area but excels in another that's part of the play style. If you feel handicapped as one race, then maybe you're not using the right play style for them? I mean, it's possible to go

10 Replies 29,188 Views

[quote who="androshalforc" reply="5" id="3417214"] Quoting The_Tsurani, reply 4Besides, I'm pretty sure the missiles are the slowest weapon type in-game (Since lasers are obviously the fastest and mass driver rounds second) which is why the defence techs for them even work. shouldent a mass driver be slowest as i understand it a mass driver is like firing a bullet (.. a really really big bullet) it gets its initial velocity when launched and thats pretty

13 Replies 36,688 Views

[quote who="androshalforc" reply="6" id="3417209"] A small high gravity world, could have a much higher iron content, giving bonuses to ship building, im not sure of the specifics of how fuel works in game but wouldn't a high grav world cost more to launch a ship from therefore giving it a penalty to ship construction?[/quote] Yeah, but you could reduce that with the anti-gravity machines they use in the High Gravity colonisation techs, so the

10 Replies 29,188 Views