Love threads like this! Thanks for the memories, all. My favorite of all-time: http://www.youtube.com/watch?v=tPxLqlDmJ8c
Leaper22
Great thread. Here are the top 5 things I would like added right away: 1. A "No Tech Brokering" option. 2. A "No Tech Brokering" option. 3. A "No Tech Brokering" option. 4. A "No Tech Brokering" option. 5. A "No Tech Brokering" option. And I know you are looking for scorn and such, but let me say the game is so damn good, and has come SUCH a long way from the first version of GalCivII that a lot of us beta-tested, it is just flat remarkable. A job well
[quote] Econ/Morale bonuses need to cost substantially more points, insofar as they are allocated to both passive/chosen extra point bonuses. [/quote] I agree this should be looked into further. From my experiences, Econ. bonuses still trump everything else. I hope GC2 will eventually get to the point that the player has to really struggle over the decision of whether or not to choose these bonuses. As it stands now, it is a bit of a no-brainer.
This is INSANELY cool. [quote] Question about Tech Tree editor: Does it allow one to make COMPLETLY new tech trees or just edit the old ones? You can make new tech trees from scratch. [/quote]
Extremely happy for you all. Well deserved indeed. Congratulations!
I have a saved game from build [B]beta 3a[/B] that I play (it's going slow). Do you guys know if upgrading to [B]beta 3c[/B] would invalidate or muck up that saved game? Appreciate any knowledge on that.
In regards to GC2-TA of course. As most of you know, Civ IV has the "No tech brokering" option, which basically means not being able to trade tech you yourself did not develop. (a fantastic option btw). Does tech trading in GC2 work like this by default, or is it relatively fully open? Any of the designers ever think of adding the option to GC2:TA?
I find that amazing. Much thanks, Netriak.
[IMG]http://i23.photobucket.com/albums/b372/craban/img50.jpg[/IMG] I hinted at this in another thread, but was hoping I could better clarify what I'm thinking, and maybe try to understand things a bit better. In the upcoming Technology Tree Editor, will it be possible for someone (assuming they had the time and wherewithal) to literally create, from scratch, an entire technology tree from start to finish? (even if they had to take a pre-existing one and edit it,
[quote]I just made it so you can also right-click on the techs in the list on the tech screen to bring up the details as well. This will be in the next beta. [/quote] I was kinda' hoping we would see this eventually. Small thing, but greatly appreciated! Thank you. I have a question regarding the expansion and the A.I. if someone doesn't mind. My understanding is that Brad has gone to great lengths to make the AI "dynamic" and not scripted, per se. I'm guessing this a
one of my ideas was to vary up the weapons ranges of ships, rather than having almost all of them be the same. that way you could either choose to skirmish with light weapons at a range, or charge your enemy and fight an intense, but quick, battle. This is something I think IC should explore further. Nice idea.
I would essentially agree with Spartan's comments on fleet battle. That being said, using the HW engine as an example (you could use SotS also, but I think HW is more comparable)- even simple formations could be useful. Fighters screening for capital ships, etc... come to mind. Now, it could be argued that it worked in HW but wouldn't work here for two reasons. First, the gravity well in Sins is a much smaller area compared to the open-ended maps of HW, hence the need for f
+1 for the inclusion of Fleet Formations and moving in formation as an option.
I think Arkon's post/idea are worth delving a bit deeper into for numerous reasons. First and foremost because it's a solid idea. Second, because I think the more that is added to Sins to give players other things to think about other than "physical" combat just solidifies even further that this is a 4x RealTime Strategy Game. Influencing culture and the options this brings continues to help the game step forward in that direction. On that note, I am guessing that
Sentient: I was using the scenario as an example of the type of role I would like to see cruisers play. The numbers were to illustrate a point. Don't start pointing to ideas as "broken" by taking a concept-thought out of context, it's not going to lead anywhere but to arguments. Thanks.
I'm envisioning the presence of something like a Command Cruiser on the battlefield as something to fear. But not because of it's weapon capabilities. Heck, it could have absolutley zero guns for that matter. At this early stage of experimentation with the Cruiser level ships however, I would say that boosting their defense capabilities (via shielding, point defense, whatever) is probably something to look into. But what is really interesting would be to have my fleet of 30 ships (no cruiser
I would ask that Ironclad evaluate very closely before deciding to change the role they have envisioned for Cruisers. I think the concept of having them be specialized and having more of a "commander" role is awesome . Too many games that do the tried and true "Destroyer to Cruiser to Capital Ship" model run into a huge problem with the lower level ships being nearly useless in the late game - (Especially RTS games). Your ideas of having Cruisers being more supportive is just what the g
There is a lot to like, but I'll list one that probably won't get mentioned often. The different "skybox" colors. I love the different universe colors and that it's random, and I have not seen an offensive color yet, although I do have my favorites. Which leads me to a question... If you have multiple star systems, are the skybox colors the same on ALL systems once the game is generated? If so - I wonder how the devs would feel about making each star system roll a random numb
So far so good. I'm going to enjoy beta testing beta2 very much, I think. I'm especially enjoying the increased options in planet/colony development options. I wasn't expecting this. Question for you guys based on the gaming forums I post on regularly regarding Sins: Do the pirates actually receive the bounty reward when they blow up your ships? I mean, does it actively benefit their economy and allow them to start fielding stronger and stronger ships, or do they just incre
"the way the camera is focused on ships or objects needs to be adjusted, for example when i click on an object (when in focus mode with the 'm' key) and zoom in with the scroll wheel it the camera needs to lock on to the object throughout the zooming motion until i click on something else or deselect the unit. i do however like the "zooms to the point where you hold the mouse" concept when im not trying to select a unit, it allows me to zoom quickly to different points
Bravo Stardock. Bravo!
I hate to say it, but I agree. Something must absolutely be done about Tech Trading. It is disheartening. And I certainly do not think it is being exaggerated. If anything, the problem (and it IS a problem) has been addressed in a very accurate manner by quite a few posters here. I do hope Brad has a chance to look into this very, very soon. I do not know the best solution, if there is indeed one. Perhaps the "easiest" solution is limiting A.I. tech trading to every 'x' turns, o
That is the beauty of the system. Specialization is great, but without the people (pop) to "run" the facilities, it doesn't matter if you have a gazillion factories to produce that wonderful armada. You need farms to drive everything, as farms equal people, and people equal money. Flipping the coin however, too many people means overpopulation, which will bring down morale, which can, and certainly will, lead to people not working. This will cut into your production. So, you end u
Tasty Gerbil - I think the idea is a great one. I think the reverse engineering idea by Pyrion is an even better one. The hitch might be that the A.I. would probably need to be tweaked in order to make ship trading be worth more because of this tech gain potential, and "gift giving" would probably be more rare than I am betting it already is (unless player initiated of course) . But great ideas are what Brad is looking for, so keep throwing them out there.
The Kushan Empire. I need to figure out how to get a picture of Karan S'jet into the game to lead them.