And please emplace mammaries.
chuck1es
I'm still saying WING COMMANDER: ARMADA . Turn-based strategy of base/empire building with first-person fleet combat, piloting whatever craft you want. I was insane for it for quite a while.
Yeah, I hadn't come across it until you mentioned it. Yet when I looked it did appear like there was very little of it to be had. Looks pretty damned cool, though. And I assumed he was talkin' 'bout me.
The AI never really knew what to do with the ships I'd give it/'em. I'd supplement their war machine to prop 'em up and 'bout 85% of the time the ships would just sit there. And, yes, I would throw currency their way to cover the cost of having 'em.
[quote who="hedetet" reply="7" id="3406583"] Chaos Chronicles Bridge the gap between bitComposer and Coreplay and make this awesome game happen [/quote] This? http://store.steampowered.com/app/223120/
It looks like it'll still be "rock, paper and scissors". http://www.ign.com/articles/2013/10/15/stardocks-galactic-civilizations-3-revealed
The campaign was interestin'. It starts of with a few sectors and gets larger.
Team up with Chris Roberts (Cloud Imperium) to remake Wing Commander Armada .
Syndicate. Also, there's an older, li'l known strategy game from some time in the '90s (I think). Had a ridiculous premise and took place in many-leveled caves. While you're building cities and expanding in one large area, while battling it out with other civs, you or someone else can dig up or down to reach an entirely new area to explore and expand in. Could dig to invade, etc. Had men riding dinosaurs while while firing 50-cal cannons.
Player-created formations and behavior. Playbooks can be made before hand (like designing ships, etc) and then simply chosen from before the battle. Hit play and enjoy the travesties of your decisions.
Space dragons, crystals, amoebas, Antarans...
[quote who="JonSarik" reply="127" id="3406318"] Would Action Points work well in this scenario? Units having certain points that can be used for firing, movement, defense, flanking, etc.[/quote] Fallout in Space!
[quote who="MottiKhan" reply="9" id="3406004"] Quoting chuck1es, reply 8 Weren't they already doing that? We started discussing that on the old GalCiv2 forums. The idea sounds familiar to some of us. Hopefully, this one will be like Publius of NV mentioned above. Bring on the singularity! [/quote] Ahhh. Damn. I have memories of gabbin' that up back in the day. I had thought it was already happening. And, as a result, I
It's not about deep thought nor intellectual conundrums. 'Twas about how problems were being resolved and occuring. Was just...dumb. And it has loads to do about galciv3. Just think about it... ;)
Weren't they already doing that?
...and I want my money back. It was pretty...but... damn was it stupid. Nothing in there made logical sense, least of all the robots. I'm all for suspension of belief but...damn...
The "colony rush" is a main core of Galactic Civilizations. It's even part of the story.
We could easily ignore the "major" scientific advances, leaving such to the government, and have the civilian sector be the one creating minor advances and, more likely, "special" tradeable goods and maybe even minor wonders and such.
The weapons simply need to differ in their use. That'll likely make the tac-hats much happier and keep the strat-cats fat 'n lazy. :P Even if it's simply engagement envelopes. Implementing that would require at least a basic form of tactical choice before starting the movie. Probably end up with a number of rounds per combat and seperate choices per round. Like, damnit, Endless Space.
Allocating research points would be easy to implement. Might be problematical game-wise. I can easily see the AI wanting to screw up, hard, every which way from Sunday.
The problems with tech is often why I dearly enjoy playing the long games. Epic time frames and such. Makes much of the research more meaningful.
We're all getting perilously close to flamin' each other. We should just agree that I'm right and move on.
I simply created base models and then used those when available and named 'em something else. There are options in the shipyard UI to view only "active" designs or some such. Took care of the clutter completely. It's very easy to use.
Sweet! An Xbox version!
In multiplayer there should be a very strong binding feature for diplomacy.