I'm glad to see others are as interested in the espionage potential of this game as I, and there are some great suggestions here. However, as a start I think it could be very simple ;) to implement the suggestions in my original post, without much redesign: - On each of the current screens that we humans use to view our own empire, add a control which will switch the data on these screens to reflect the same information for one of the other races. - The AI must be tracking all
Qui-Gon Jinn
I agree with the general point that cheese lovers (no offense to France) are only hurting their own game experience and the devs should not obsess on it (which I don't think they are). The one difference with GalCiv is the metaverse. I'd hate to see the metaverse become irrelevent due to scores inflated by the use of cheese tactics, which (IMO) is a good reason for making a resaonable effort at limiting over-the-top (i.e really, really stinky) cheese tactics.
I'd like my spies to be able to tell me more about what the A.I. empires are up to. As my espionage level increases against an opponent, I'd like to be able to bring up reports that give such info as: - A list of tech trades, ship trades, extortion attempts and other activities conducted through opponents diplomatic attempts with each other - A diagram of opponents trade routes - Opponents relational status to one another (hostile, wary, neutral, etc.) - Basically, anything
I just want to comment on the suggestions in this thread that starbases on resources should have no maintenance cost. On what grounds? Because they are self supporting? They do add some kind of resource to your empire, true enough, but they still have operational costs. You can't have all the benefits of the the resource, and still maintain the starbase for free. To eliminate the maint costs implies that you are pumping the gains from the resource back into the starbase, rather than into your
Whoa, an ensign slapping around a commander! Is there no respect for rank? LOL
Starbase maintence costs could be based on the type of modules that it contains. Trade and mining modules would be economically self-sustaining and reduce/eliminate maint costs. Military mods would have a maint cost associated, as with military ships. A starbase with a mix of mod types could be "balanced" by the player so that military module maintenence costs could be offset somewhat by economic modules.
I've read many of the posts, but not all, so forgive me for any repeats. - I prefer any thing that promotes "realism" (i.e. diminishing returns) over arbitraty hard limits. - I feel that starbases that are further away from any of the player's planets should have a higher maintenence cost. - Larger starbase = higher maint costs.
Problem Solved! Thanks Daveman. Now I have to bear the humiliation that my score is so low. LOL
...or maybe not. Thing is, no one will know (even if they don't care) since nothing happens when I attempt to submit my games to the metaverse. Bought the game retail, I click the button to submit my game, I use my nickname shown here... nothing ever shows up on metaverse. Playing version 1.02.049. Any ideas?
One big U.I. fix for me: When sorting the planet list or fleet list, etc. you must click an arrow to advance to the next sort order. To make matters worse, there is a delay between clicking the arrow and when your next click will be recognized so you must click... wait... click... wait... click... wait... until you get to the sort option you want. It would be much nicer to have a drop down list and then quickly jump to the sort order you want. Thanks for a great game. :)
Here here! Quality over quantity! :D
1) The espionage settings for minor races have no sliders, but instead we are force to click the left/right arrow buttons over and over and over (:( - very tedious. Please put in slider controls as with the major races. 2) It would also be nice to have an auto-repeat behavior when you click and hold on an arrow button, say when scrolling down a list of researched techs, or planet list. 3) When looking at the list of techs in the diplomacy screen (say, when trading techs) it w
It's no surprise to me that this game is doing "vastly better" than anticipated. I'll knew it would, sight unseen, simply because of the incredible involment & visibility of the developers.
I'm very happy with my $40 investment in this game. There is some room for improvment and the developers know that and have built that into the project. They've created a great framework which they can continue to flesh out in more detail. A very smart move.
Also, just hover your mouse over the icons and a pop-up text box will appear to describe the icon.
'Now how am I going to break it to my kids that they can't dress up and pretend to be "Star Wars" characters because it's a copyright infringement?' LOL That was meant as a joke. I forgot to append the appropriate emoticon to convey my intent. ;p
"You're wrong. Just because it's fan based doesn't change it being a copyright infringement to use material that doesn't belong to you." I stand corrected. Now how am I going to break it to my kids that they can't dress up and pretend to be "Star Wars" characters because it's a copyright infringement?
Correct me if I'm wrong, but user created mods are not subject to copyright laws. Stardock may, however, (depending on the license agreement that users agree to when they install the game) claim that the mod represents an attempt to "reverse-engineer" their software. But as long as the mod-creater wasn't trying to profit in any way from the mod, I doubt that this charge would stick.
So Grifman, you would not be interested in any type of mod for GalCiv, say, Star Trek, Star Wars, Babylon 5, Pokemon, whatever?
Perhaps... but I fear that that would be inviting people to try and compare GalCiv and Moo too directly, as if GalCiv was "meant" to be just like a Moo game. There seems to be a misconception that GalCiv is "competing" directly with Moo3, which has sparked some kind of misguided "turf war". Or perhaps this type of mod might be misinterpreted as an admission that GalCiv is just a poor-man's Moo, instead of a unique ground-breaking game in its own right. That's all politics, though, and
I agree with the last two posts *in principle*, however in reality this will be difficult if not impossible to achieve. You simple cannot have a public forum and tell people what they can and cannot talk about. People will talk about what they want. This is why certain governments simply do not allow public forums of any type. An electronic forum such as this has an advantage of a sort since moderators can edit and delete posts, but then that runs the risk of making the forum appear mo
As the old saying goes: "Never argue with a fool. Someone watching may not be able to tell the difference." LOL
I have to agree with fellow citizen, Peter Sly. It wasn't so much a particular "feature" of the game, but more of a feeling that whatever was done, it would be done well. I can't remember exactly what document I was reading but the general impression it gave me was that Brad had a very solid idea of what he wanted and how to make it happen.
As much as it pains all of us to see the GalCiv name besmirched, I don't think negative posts about GalCiv in the Moo3 forum will, in the final analysis, have much of an impact. Anyone who is motivated enough to go to a web forum is probabaly going to dig a little deeper by looking into the GalCiv forum and checking into online reviews. After all, these are strategy fans we're talking about here, right? People who presumably like to think? ;)