Sorry. Maybe I missed this in the bazillion forum posts that would take galciv weeks to read. Was there like an email or something for founders to download the alpha or find out that it was released or know what the serial was or something or anything? In my constant watching over the past few days did I somehow miss the mail that apparently everyone else got? #craving also perhaps just somehow stupider than everyone else.
ctiberius
Still want to be able to issue changes en mass to my colonies. Select all of them with a mouse drag, right click for rally point destination. How do others manage colony rally points?
Shift-click or drag-box select. I'd like to be able to drag a box around all my fleets and issue orders to them all. Or select all planets in a given area and set rally point. etc.
[quote who="Tridus" reply="45" id="3410859"] Quoting Farplane, reply 23 There's a reason why the Civilization style more or less linear tech tree is in so many games: it works. Just because a feature is functional doesn't mean it is interesting or particularly useful.
Non-planetary improvements. Love the idea. Buildable on the star map tile as if it were a planetary tile?
On the flip side of this, I kind of liked how Moo3 showed you the race/species that populated your planets. Let you build a true multi-ethnic empire
There doesn't really seem to be a concept of 'territory' in Galciv like you find in EuropaUniversalis or Civ. Might add interesting gameplay.
Would like to see minor races be able to evolve into major powers. Seems strange that the Paulos would build all those starships and never colonize another world or make a play for great power status.
I routinely play the game well past the end of the tech tree. I destroy all the research centers on all my planets and replace with financial or industrial buildings. The tech tree for me was always like, ok I've finished it, now what. It just kind of ended. I guess at a certain point a race stops pursuing knowledge or something. Seems like technology would always continue to evolve, but I guess for practical reasons the developers had to cut it off. So, yeah, I'm in favor of a much l
+1 for multiple displays
Multiple colony selection (e.g. shift+click) and/or drag-a-box-around-colonies-to-select-them. I'd find this useful for setting rally points for a specific grouping of planets or setting mass production queue changes, etc. While I'm on rally points for a second, why not some kind of optional interface lines to show on the main map which rally point a planet is pointing to?
I mean, I get the concept of how it works. I'm just wondering about how believable that is (to the extent any of this is). If I was building a starbase in the Galciv fictional universe, I'd think I'd have materials delivered via transport ships from my planets and assembled on site by construction bees.
The diplomacy system in Europa Universalis IV, while pretty complex, has some good points to recommend. The idea that the AI can be influenced in their decision making at a pretty granular level depending on how much they like or dislike you (and even their like or dislike of you can be directly affected). It also has the idea of strategic goals for the AI. What is the grand strategy for Race X? Can we align our goals with theirs and work together? In GCII it was never really cl
Agreed on the tedium as well as the multiple types of starbases. Would ideally like more. Unarmed sensor outposts? Quasi-colony starbases that could produce things on their own? Research labs? When I think of the micromanaged upgrades and whatnot, I keep thinking that in a fictional universe like this there would be private contractors and other private industries that would be available for construction work. Are we saying that only the central government can build things and only af
[quote who="Seleuceia" reply="5" id="3404997"] The issue for me was simply the amount of micro-management...SBs were tedious and UP in the late game (at least militarily), making it more effort than it was worth...an overhaul may be necessary, but even a simple reduction in the total number of weapon and defense upgrades and sensor upgrades would make a huge difference....[/quote] I'd spend hours watching hundreds of constructors inch across the map to the ral
I liked BotF too. Auto attack seems like a good idea, not unlike the auto-rebel suppression in EUIV.
[quote who="Brainsucker" reply="3" id="3408614"] it is logical for Galciv to not having carriers. Because there is no need for it.[/quote] The logical extension of that statement then is that we really only have need for 1 ship type. I'm for carriers because I think it would add flavor and fun to the game. Not because I think a space fleet HAS to have fighters.
anomalies, nebulae, asteroid belts, etc. should be turned into effective sensor interference barriers. There's also potential sensor countermeasures that could be deployed on a vessel.
[quote who="Cikomyr" reply="30" id="3408054"] Obviously, the game's combat mechanic will have to be revamped entirely. You are 100% right; the old system favored bigger ships. I think one big problem is the trope named "critical existence failure"; where a starship would still perform and fight at 100% capacity even when down to its last hit point. When I think of it; I believe the solution would be to have a ship's system failure occur much, much be
Agreed. Simply clicking a button and waiting X turns doesn't quite get me there.
Agreed on Distant Worlds. Lot of good elements to incorporate.
Always felt that it seemed odd for the entire game to play out over just a couple years in many cases. Entire universe mapped and colonized in just a few months or years. Is there a better way to scale the timeline so that it doesn't take eons to travel between stars with a hyperdrive but at the same time you don't go from pre-spaceflight to evolved ethereal non-physical energy being in a couple years?
It'd be useful and interesting if the races / species also changed and evolved over time throughout the game either based on events or decisions.
If I'm honest I'm not sure I want to micromanage an invasion force or a fleet in tactical combat. That being said, it just isn't enough to sit and 'watch' a battle take place. There has to be some in-between. Maybe the option of auto-battle vs hands on manual control of every move. If tactical control is in, however, I think it should be real-time like in TotalWar. Perhaps that battle model is a good one to emulate.
Yes. Carriers. With different types of spacecraft. Like a real carrier. Not just fighters.