I didn't really like this idea much until the screenshot was posted. I would really enjoy having conversations like this with the AI and believe it would add a very unique and special feeling to GalCiv. Optional "persona" system of course. I play races differently.
Derracs
The devs talked a lot about how the map generator can be used to address a lot of the problems that people have recently raised. This was mostly in regards to slower colonization and better defensive rewards, but it got me thinking.... why can't it be used for better planet generation as well? Would it be possible to include an option for minimum planet level or more tiles for planets in the galaxy generator? I imagine a slider with normal planet bonuse
I don't think anyone is asking for all good planets. I believe that actually detracts from the spirit and appeal of GC and inherently limits strategy. I don't want the ability to improve all planets to good either, not even in the end-game. If all planets are good then none are. That's not m
Can we hear some developer input on planetary colonization and usefulness? A lot of people have been talking about how there is no reward for focusing on planetary development instead of immediate-mass-colonization, the desire for more tiles early on, and for a few "prime" worlds that can be developed throughout the entire game. A second issue that has been raised is that population is overpowered in regards to universal production. Income derived from older and extremely populous pla
The early-planet-colony-rush is strategy independent and amounts to all-out-chaos in an attempt to grab powerful worlds. This is why some people have been advocating for more powerful "prime" worlds that could be built up over time. Currently, there is no benefit to focusing efforts on planetary development. The only focus is on gaining more planets. That's not to say that you don't develop your planets, but that it's secondary to colonization for every player. Si
"Part of the strategy and fun of GC3 is figuring out how to use a planet best, based on tile bonuses, planet-wide bonuses and tile layout. So if you discover a planet with a +3 tile bonus, a manufacturing planet bonus, on a tile with a couple of adjacent tiles touching it, that would make a great manufacturing center. So there aren't infinite choices with all the same effect, there's several choices of which one is best. Figuring that out is part of
Your feelings mirror my own in a lot of ways Caton. The game suffers from a disease I call Bonus-itis . Every race ability, colony improvement, star ship upgrade, and research technology boil down to a statistical bonus. That is not strategy. The game lacks unique abilities, units, buildings or weapons that are race or strategy dependent and offer unique content. Races should have special units that others cannot build, star ship weapons should offer
I knew someone was probably going to bring this up when I wrote that. While everything that you said is true, my statements are taken a bit out of context. My response is directed at a very particular comment. Happybjorn said "Quite easily dismissed actually," as if simply saying that dismissed the argument by itself. It was followed up with two claims but no support. While he claimed my evidence didn't support my stance, he did not even bother to mention
Buying a used game poses a similar question. I think the most relevant difference in the situation you mentioned in relation to computer piracy is the fact that there is only one copy of the game being passed between two or three individuals. Lets say someone purchased a single copy for $50, let a friend "borrow" it, and then sold it as a used game. That would be a hypothetical loss of $100 to the developer. This is, of course, different from making unlimited copies and giving t
[quote who="Nasarog" reply="31" id="3503276"] I wasn't talking about wars. he was. He took what I said, and blew it up. [/quote] "blew it up" That made me laugh given the reference to war and Hiroshima in particular. [e digicons]k1[/e]
[quote who="Nasarog" reply="27" id="3503250"]When someone pirates anything, they are stealing from the people that produced the goods, returning later and buying said goods is not a valid justification for the original act. Having said that, it's your life, your choices, it is just a video game or song or movie, and not a car, house, someones personal item. That's the kind of logic that thieves use, and.. well, you know where this goes.[/quote] I take no offense. This is the p
The purpose of my original post was simply to address the "Everyone who pirates is a dickwad" comment. I pretty much just wanted to say that, even though I had in fact pirated GC2, I didn't consider myself a dickwad, since I did eventually come to buy it, and am now invested in the series as a result. I have been exposed to a lot of games through piracy and later purchased those games as a result. My intention was just to communicate that not all pirates are scum of the earth . I
[double post]
[quote who="Nasarog" reply="21" id="3503234"] Theft is theft. Some types of theft are much worse than others, but at the end of the day, theft is theft. If you stole something, be smart and STFU about it. Pretend you didn't and get on with your day. Next, you'll be posting about how killing is good and go into great detail about the benefits of killing. I realize that I am using a very extreme example, but it follows your logic. Sorry buddy. You're a thief. Had yo
[quote who="Island Dog" reply="13" id="3503174"] Let me state that any type of advocating for piracy is a quick ticket out of our forums. There is no excuse for stealing.[/quote] I don't advocate piracy, just to be clear, but I find this statement a bit unfortunate. I have even stated that in the case of well financed publications it often has a negative effect and represents a loss in revenue for the publisher. But while I feel there are good reasons why racism, bashing
I don't mean to suggest that most people who pirate are buying the product later, but I have never met somebody who didn't own a game, a movie, or a music album. In fact, everybody seems to have quite a collection these days. I believe that many who pirate still buy lots of video games as well, but for whatever reason choose to pirate others. Teenagers have a limited income but lots of free time. They still get caught up in marketing, brand associatio
Or we could turn it into a super-secret role-playing thread. As I look around the dusty old starbase, I realize the piece of crap could fall apart at any moment. Typically I would avoid Drengin territory, but their recent conquest into Arcean space had made it almost impossible. "I'll take an ale please," I said to the smelly looking ape behind the bar. "I not know machine drink! ha!" it replied, showing it's nasty black teeth. "It takes my mind off the smell" I replied.
[quote who="happybjorn" reply="9" id="3503106"] Quite easily dismissed actually, since your evidence doesn't support that stance (some of the evidence is also mistaken, but that is a separate issue). Telling yourself you are doing something good, or in this case acceptable, when it is actually bad is a recipe for being a horrible person. [/quote] You are quite funny. Arguments are dismissed with facts and counter-points, not with biased opinions on morality and wha
If magic doesn't exist, then try explaining how magnets work! You can't can you? I didn't think so! [e digicons]B)[/e]
My stance certainly isn't that of the majority, but it isn't easily dismissed either. It's hard to argue with the fact that while piracy continues to grow in popularity, the movie and gaming industry are enjoying record profits on blockbuster titles. The music industry is changing towards a more concert driven revenue stream as people start to take notice of indie artists with free music. These artists rely on fan loyalty and small concert performances at local clubs instead of "m
I pirated Galactic Civilizations 2. There is absolutely ZERO chance that I would have bought the game before having played it. I wouldn't have invested time playing a demo for an old game, yet alone invested hours learning the game dynamics to complete a few campaign missions. A 30 day full-version trial wouldn't have helped either, since it took me a long time to get into the game (off and on), because when I first started I had no clue what I was doing, and I was alrea
I have seen this before and just assumed it must be a "specialized" planet (like toxic atmosphere) without the assets created yet. That was during alpha though.
[quote who="Xydonus" reply="40" id="3502970"] I'm already seeing curious stats like tactical speed, missile range and a few other things that may make combat much less abuot rock/paper/scissors, but I'm hoping for more but limited control. The devs are absolutely right on not inserting in tactical combat, because it is completely and utterly not feasible for large games. Tactical combat of decent depth would drastically increase the turn time. Think about other players who have t
I would like to second this. It was a problem in GC2 as well. Which reminds me of another one from GC2, which I haven't payed much attention to in GC3 since I have mostly played small maps, so it's not much of an issue. Ships set to "auto explore" would chase in similar directions, especially if there was only one unknown sector nearby. Even more annoying however, was that none of the ships took their "sensor range" into account, and would simply pilot along the edge of known space, w
I love this idea! Anything that adds interesting strategy elements to the game like this would be a wonderful addition. I also like the idea of better scanners meaning more visibility with regards to the nebula.