Really appreciate the vid! Very well presented as well. Definitely made for a good hour while working at the office on a Sunday. Looking forward to more from you!
SirKs
Lol. I personally really like the idea of them. Love turtling. However, I do understand the drawbacks and think that it would have to be handled well before I would be happy with it. With that said, there are three threads on this at the moment so is there any possibility on getting a dev thought to weigh in on whether they are considering adding mines or not? If it's flat out no, then hopefully we can lay this to rest. Happy Holidays!
What if mines had a proximity? One mine placed will be triggered if an enemy approaches within, say, 2-5 hexes. Or What if mines were dropped and covered a several hex area. Instead of dropping a minefield in each individual hex, you are now dropping them 3x3 or 5x5 at a time.
[quote who="charon2112" reply="7" id="3426391"] One thing I wouldn't mind seeing implemented is this: Select a scout or other survey type ship, then draw a square (or circle) around a certain area of the galaxy and the ship would fully explore that section.[/quote] Like!
[quote who="Tonath" reply="3" id="3426113"] Mine are quite simply and far less detailed The ability to name a sector or region of space myself and have it show on the map. Contested borders so instead of just the lines we have now pushing back and forth have hexes that have multiple races claims on it causing diplomatic penalties to relations, then have options like the ability to settle border disputes peacefully, economically or militarily.
You argue wanting to have the option to play in case you happen to lack having an internet connection and then also say that things like requiring an internet connection drives you to download a pirated copy. Tell me, how do you pirate the game without an internet connection? And how does pirating a game help satisfy your need for a physical copy? Sorry man, but that's a pretty weak argument to me to justify stealing the work of others. I also think that
[quote who="Frogboy" reply="32" id="3424376"]There is almost no way someone is going to beat the GalCiv III AI playing at its best non-cheating level without resorting to exploits.[/quote] Man I'm excited to see this. Really excited. I understood the need, but I hated it when I knew playing at a higher difficulty meant the AI was going to cheat in a game. Maybe I was alone in this, but even if it meant the game (any game) was easier, I wou
[quote who="admiralWillyWilber" reply="8" id="3424952"] Stardock will probably take most things and filter it through their imaginations to make it work on their game anyways. It's never intended to be an exact copycat, but only a point of reference to help them out.[/quote] Well said. I've never been too much of a forum poster, but I've had so many good memories of GC2, and love discussing the possibilities of the next installment. And that'
I really couldn't see any possibility of legal ramifications. To me that would be like saying because GalCiv3 decided to use hexes, then Civ5's Firaxis has a case against Stardock. Same argument would apply when using hexes to say it's not GalCiv. I think if it makes the game better and still retains the heart of GalCiv then it will remain GalCiv.
Been having a lot of hours of my life sucked out from playing crusader kings 2 and ran across a really neat mechanic that I'm really enjoying. One of the things I find tedious about having large empires is managing every single colony/country/planet/etc when my empire gets very big. But with CK2 (I believe Rome 2 does something similar too) you have counties that fall into a predefined duchy. Once you control those counties you can get the duchy which then lumps them tog
Ahhh, I just want to be able to scroll around on that screenshot of the map!
[quote who="Frogboy" reply="2" id="3419903"] One of the biggest changes you'll see in the AI is data mining. Simply put, player ship designs and tactics are going to be stored on the cloud so that the AI can do data mining on it. I don't plan to actually design the ships this time around but instead look at the stats of the global player force and pick from that. So the top Drengin player won't be the hard coded AI player I put in but more like the top
What if planets simply had two designations of class? Planet Dingo IV Class 14/8 Planet Dingo VIII Class 3/15 First number could represent the colony class side and the second could represent the mining class side. Would force players to carefully consider which direction to take a planet.
[quote who="NorsemanViking" reply="11" id="3417662"] Yeah, the point is that in game settings with many planets, and an immense galaxy, the science yield can be insanely high. There should be some game speed available to better scale it. An inspiration could perhaps bee to look at how the Civilization series are doing it, up to the Marathon speed.[/quote] Marathon. pfffft. Too fast. :)
[quote quoting="post"] I don't know about everyone but, when playing GalCiv2 I always played on extremely slow tech rate, on immense maps to try to keep the game going at a slow speed... I would like either one of the two things... Longer tech trees with more techs to research in each race, or even a slower tech research rate, or something that can be scaled compaired to the number of habital planets. Thoughts? [/quote] <p
[quote who="erischild" reply="16" id="3417654"] Let me ask it this way: There are literally hundreds upon hundreds of level 0 planets on my Immense maps. You propose I micromanage each and every one of those as to what is mined on what sort of planet? Just how is that fun or interesting? I mean, I get into micromanaging, but I am not that OCD yet.[/quote] I don't think it would have to
[quote who="Seilore" reply="2" id="3416376"]I don't think we need this argument about reality in the game too..[/quote] I didn't see it as an argument for reality in terms of size. Its not the size of the planet, but the significance that it has and what it evokes to be tied to it. I offer no solution for how that could be incorporated, but to be able to turn a planet from a statistic to an invested connection I think would be incr
I almost debated not posting this as it almost doesn't apply. But if you want to see something incredibly powerful and moving then please click and watch. To tie it in with GalCiv (or any game that explores the boundaries beyond our planet), it would be such an incredible feat to be able to invoke the feel of this vid into a game. To make it feel like not just a planet with statistics and happiness levels but as something you can really conn
+1! Finally stopped lurking and made an account just to reply to this post. Yes and yes and yes and yes please. I love the idea of having a planet that's mine but that isn't really focused on becoming a colony. I think it would be fantastic if you didn't need people (or a lot of them) to have a successful planet. Like this planet isn't fit for serious habitation, but it IS ripe for mining/harvesting. Man I can't