[quote who="Rhonin_the_wizard" reply="5" id="3701515"] reply 4 1) in times of scarcity it makes huge difference if an empire does not want to sell some resource to ME (but to others will). With the invention of Galactic market, will this important aspect of relationships-affects-trade-possibilities disappear? I am no
Triple_Crown
Questions about galactic market: 1) in times of scarcity it makes huge difference if an empire does not want to sell some resource to ME (but to others will). With the invention of Galactic market, will this important aspect of relationships-affects-trade-possibilities disappear? 2) Will the market sell only resources or perhaps also ships and even planets as well, as long as player wishes them to offer in market? 3) supply and demand do affect prices. But say I have a
My idea got implemented in the Intrigue expansion. Didnt hope I would see it coming! :)
Completely agree. The tech tree in Civ IS oversimplified. The AI in Civ IS too dumb to enjoy the game's potential. It sure takes helluwa job to improve AI to enjoyable levels and in this aspect GalCiv grows far better. But you have to give Civ devs credit - its not like they are lazy, the Civ is more complex game to develop AI than GalCiv.
you shall implement everything Imploddinggoat says!!
1) How this mod relates to custom races/any races character? I mean, lets say I create Drengin equivalent, so in this particular example it makes complete sense it could be malevolant and malevolant only. Of course, with GRM ideology it will be different. But what will it be? 2) If one of races trait is spiritual (meaning: following ideological choices) then how a race will follow the ideology, if it does not know which choices give points to what ideology?
Isnt that opportunity, admiral? Let those players in those servers. And those who want customized shipsets or whatever it is customized, pay some additional $ to stardock. Errybodys happy. Just IMAGINE GalCiv 3 in MMO format, with something like 100 human players in a galaxy... Wouldnt that be breath taking? Nobody would play now existing rush multiplayer anymore.
Alright, no offense, no offense... Explain to me then, why MMO work so well. Have you tried one before? Probably not. But I have and I know how it plays. It plays awesome. If given option to choose, I would play 1 hour turns exclusively. With something like 40 human players or more. Such magnitude is simply impossible in real-time multiplayer. And its not at all like you have to be there each and every turn. On the contrary - 4 times a day is completely enough.
By multiplayer, obviously, I meant human vs human players
Time tested massive multiplayer practices show, that games can go on for weeks, months even, and everybody involved are excited. But GalCiv, like Civilization, wants to rush those game sessions like crazy. Personally I would never play in such haste, it ruins the whole thing. Completely contrary to me sounds other scenario: make 1hour (2 hour or whatever it is) turns, that go on automatically, no matter if player has given orders or not. Let the participants give orders and exec
admiral, how come your hyperlink WORKS, but mine do not seem to be working. See my article: https://forums.galciv3.com/483575/page/1/#replies (wish it worked) I have made 2 references there, seen with yellow, but none actually follow the articles
[quote who="Gauntlet03" reply="25" id="3557488"] They do! The AI will use the ship designs and they will upgrade. I'm using all the default blue prints/ship list though, so don't expect optimized ship designs in terms of components. [/quote] But how about AI then? THe AI plays with no optimal ship components? That would weaken already no-human-level AI notably.
True, I already figured that out. But I dont believe there actually will appear soundtracks as shared/modding content before the option is officially there
I dont mean to say that GalCiv is having bad music artists, not at all! But at the same time I am really missing some good tracks while playing GalCiv! Those from space empires, for example! No miracle will turn Space Empires game alive, but I could have their tracks from good ol' days while playing GalCiv. Or maybe other players want something from Starcraft or other stuff! Allowing us to have music we want must be real easy to allow, just let us drop those soundtracks
[quote who="Horrux" reply="86" id="3685669"] They can't hear ANYTHING under that mountain of cash. [/quote] I dont believe for a single second thats true. Unless you make Starcraft, Civ, Fallout or other legendary titles of course. Those froggies and reptilians from stardock are still dreaming about that cash piles but GalCiv simply havent reached those legendary hights yet.
I see that Frogboy has honored us with his presence. Not that it would change Stardocks budget, but aint true that Civ revenues are 8X or perhaps even more larger? Of course, with title like Sid Meiers Civ, it is already a given that errybody will buy that game, no matter what they actually publish, because their reputation is that much high and it will not ruin easily. But once you achieve a legendary title like DOOM, Starcraft or Sid Meiers Civ, it becomes so stro
Tetley, you've made some good points there. But some suggestions as to how to improve the improvable wouldnt hurt at all. What would you do to improve those 75% ideology picks to make em all worth? And lets not talk that 180K Google "option" alright? Whats next step for Stardock? Hire rocket scientists? Purchase military equipment? Lets talk real options here.
[quote who="tetleytea" reply="59" id="3685386"] It's not the lack of an idea: it's that you have to put in a crazy amount of work to make it happen. [/quote] True, Tetley, true. But maybe its not the LACK of ideas that is the problem, but the abundance of em. I mean - if you go through forums, you have to plough through thousands and thousands of ideas. Some of them are plain stupid in my opinion, but there are lots of normal ones that are worth conside
Tetley, many games have very cool ideas that have not reached its potential just because of lazy developers. OF COURSE GalCiv have some cool stuff noone else has, including Civ. But as you rightly put it - the key word is executed. I mean - it is a crime to launch the Crusade in the state it was launched (the state the game still is). But lets not talk about bugs and imbalances here for a moment and lets focus on that 4X that I want to talk about all the time.
Well, I guess this whole post was made in vein then. Next time I will just take a look if BIF is there.
[quote who="BIF" reply="48" id="3685215"] That's fair, but this whole genre is 4X. I'm only here (or at Civ) because it's 4X, as are others, I'm sure. So now I'm even less certain than ever what you were expecting to get from this thread. [/quote] Just because this whole genre is 4X, does not mean that both games have crafted, executed that 4X in its utmost brilliance. I was arguing that Civ almost has, but GalCiv - not. Hope that enlighte
Errybody likes the idea so far! Cool :)
Option A could be the format for multiple player alliances, thats for sure. In this way the rule for bad relations-not-trading-with-you is not breached. The format makes living easyer, compared with 1 vs 1 trading attempts.
Youre quite right, BIF, I admit. Its just that I wanted emphasis on that 4X stuff, not opinions which game is the best. If you read my initial post, you will see that ALL of it is about 4X and just a few lines - why civ is better in 4X aspects than GalCiv. But thats it - the thread is about 4X, mainly ignored aspect by the readers. While I completely agree with you that BOTH games can learn from each other, you could admit that most comments are not about 4X, that I wanted to tal
Give implodinggoat a cookie! Except for point 7 that I would debate, he deserves karma + 10! (yes, tech tree is branched, but thats by design, not mistake. The more b