Michael79

Michael79

Joined Member # 1016826
0 Posts 0 Replies 151 Reputation

The option sounds the best way to go (pleases everyone) As for other types of monsters, how about something similar to locusts (or locust-like behavior)? If anyone remembers an 80's cartoon from Japan, Robotech, the Invid could be killers (literally and figuratively)... or something that does not so much attack as consume.... Could be as it eats it "repairs" itself--i.e. get healthy... or something like the space ver

42 Replies 19,651 Views

Hi folks! I have not yet had a chance to demo/beta test Gal Civ 2, so if any of these features are present, forgive me. If not, I was wondering on the possibility of incorporating them into the game. It seems from a programmer's perspective it would be simple, but as I am not developing the game, I probably shouldn't comment. Also, I realized these after playing Gal Civ 1 after a while.... (btw, to the developers: the following is not a rip on any of you... just a stressing of w

4 Replies 4,065 Views

Mr. Dano, Once again, you read my mind! However, I have to agree with Psyringe in that I would be surprised (and pleasantly so) if Gal Civ 2 incorporated what you mentioned above. Unfortunately for me, I think the same could be said for what I have. I like the idea of a robust council. There is something else I have not seen implemented in any game ( a

19 Replies 18,013 Views

I agree with Psyringe and Solitair: the more civs, the merrier, the more epic. While I have not (to my knowledge) played any of the aforementioned games, try Medieval: Total War. There are 16 factions give or take at the begining. To me, the beginning is more exciting than the ending, as the game world is more dynamic with so many plots and factions to contend with. Some I never interacted with the whole game (usually because they got wiped out), but the sense of

10 Replies 9,247 Views

I like the idea a lot (picture the view! cities smoking from anarchy plaqued neighborhoods). However, I am concerned with practical implementation. I get the impression that this is something that, instead of seing that red unhappy symbol in GalCiv 1 we would just watch it unfold in front of our eyes. I will need to think on this one, but again, I like it alot. Mike

24 Replies 19,247 Views

Dano... you read my mind like a book!! Well, just a couple (few) of ideas I would like to throw into the mix: 1.) I hope that, in the final product, whatever the AI can do, I can do, and vice versa. There were times in GalCiv1 that I would be approached by a civ about another civ becoming too powerful, b

21 Replies 15,296 Views

Like evirus says, I was also disappointed when I could not create stars. I read the replies above, and I understand the merits of each side, so having said that, here goes: Personally, if a tech suggests a level of "power" that is not implemented in the game, it feels as if something was left out... I don't mind the tech being included, as long as it states that it is only theory, with no practical application available/possible. But that is just me...

40 Replies 28,947 Views

Well, this is my first post, but after reading everything, I'm impressed with the input. I personally like the idea of wormholes and stargates, but can understand the difficulty implementing them. Perhaps, to get the best of both worlds, we could do the MOO2 approach, where a segment of the game covers pre-FTL flight, then (like the opening cinema of GalCiv 1 states) FTL makes them obsolete. One thing I never figured out though.... if Hyperdrive made sta

45 Replies 30,254 Views