Please no multiplayer.... pleaseeeeee! GalCiz is my last bastion of decent single player AI. I adore this game for that reason above all others. Please don't introduce multiplayer. My wish is for you to focus resources on an even more advanced AI.
VanCam
I would go for every single one. Especially the boarding enemy ships and starbases functionality. Good job Neowolf.
I usually play with no tech trading. I like the idea of no tech brokering though. I also like the "bluprints" idea that means you only trade a % of the research to tone the importance of tech trading. Or just have a simple drop down tab limiting the number of techs you can trade in a game i.e. 5 under the same premise as trade route limiting for those that want to suspend their disbelief. Regards, VanCam
Has anyone been playing the Beta with tech trading switched off? Does it make for a good game? I only ask because I like no tech trading sandbox games but even though I have pre-ordered TOA I haven't yet let myself play the Beta (I didn't want to spoil the experience for myself) but I am itching to give it a try.
I thought that was both inspiring and entertaining. Thanks for taking the time to do the write up, it made for a very welcome and worthwhile break from work. Regards, VC
Sure, I suppose the tiny link in the chain that I am missing and would love to have is an actual alert when a nation that I am warring with comes within my borders. If I was an Empire builder in real life it would be technology I would deffinately invest in. But because I play on gigantic maps with few planets and ship movement can often be faster than the space covered by sensor range I sometimes get unhappy suprises at my backdoor. There is the UN deal where nations enemy sh
I would really like to have a tech tree option for setting up sensor boundaries. Little autonomous stations that patrol your influence borders or something. Lets you know when enemy ships cross over.
Thanks for taking an interest in my "inept" post and replying. I must say I wasn't 100% confident in the solution and I am less confident of it now. Anyway, it was nice to float an idea and see such interesting feedback. Regards, VC
Just to clarify; the difference betweent this solution and Oblivion would be that this one is tied to the games internal clock whereas Oblivion difficulty increases in conjunction with the character improvements.
Here's an idea to solve the end game problem. When choosing the difficulty level i.e. tough or challenging, you could instead have it as the START point of the difficulty settings. Once you begin a game at i.e. average the chronological timing takes places and the difficulty increases. It should probably be included as an option rather than a real feature to avoid the depressing situation you get in Elder Scrolls: Oblivion when you have the kick ass gear but still get
My 2 cents. I used to be a Game Producer (associate and then Executive) for a hardware and software publisher (remaining nameless). I wont burden you with endless reams of what I feel might be important insights or anything but I do think that you are trying to become part of a GREAT industry. There are plently of negatives, and there will be in any industry you decice to take part in but I found the gaming industry extremely rewarding and I think / hope you will too.
Excellent thankyou. Now I can't wait to finnish work and get back to the game.
That's slightly worrying for me as a player who turns OFF tech trading and has already paid upfront for TA. It's strange since one of the things I was originally excited about was playing against races with different tactics depending on the techs they have.
Hi, I am currently in a very tight game where every descision seems make or break. I set the game up with only a few planets and one of mine is an aquatic world. My question is, how much of a difference does the 'second' aqautic tech make? i.e. I have extreme col researched and aquatic part one (50%) and i have every terraforming tech (am neautral also, so they appear immediately) so will new tiles appear if I research the second aquatic tech? Any help would be greatly apprecia
I would also love the option to train and load different types of military onto transports. i.e. tanks X% infantry X% so and and so on. This would then take a representive amount of population from the launch planet BUT also a cash value from your bank.
I read somewhere about making use of the (0) class planets. I thought maybe having military outposts on worlds could enrich the game a bit. You could take a transport with troops on and set them down on (0) planets as miltary outposts. They can do research on the planet to trigger mega events such as finding ranger class ships. They can also take off again to invade nearby planets. The befit would mean at times of peace you don't have transports just hanging around an
I think 99.9% of the ideas here I would go for (if it was my call of course). The one thing that keeps recurring that I absolutely agree with is the ability in 'options' to set how often mega events, UP meetings, new anomolies and anything else so that you can have a game that is almost compeltely random or more straight forward. The other thing that was mentioned that I would LOVE is the ability to check (toggle) which events 'can' potentially (not 'will' but 'can') happen in
Bugger, everyone already thought of the same things... ok ok ok... well hows about this then... 10. Suddenly and inexplicably all the spaceships in the galaxy can only go 5 parsecs per week and the game gets dreadfully slow and annoying. HAH, and you all thought I was dumb. oh
I would very much like it if the universe could be slightly more organic and submersive. So my ideas may seem vague but prefixed with that concept hopefully you will be able to see where I am coming from. 1. A corporation starts up that builds a string of starbases that civilizations can use at a fee for trade stops. make more money but diluted at first. The corp offers protecting. But then as they rise in power they submit their own requests to the UN. 2. The UN can change in
I posted this is the wrong place so here it is again... I have a solution to the tactical combat problem. If you go with the current 'invasion' technique i.e. you click a form of attack then there is a prescedent in an online game i played a few times. They had a superbly simple setup where you design your ships (as do we) and then when you want to attack you get 4 (four) choices... 1. regular 2. board 3. scout base 4. board base Now obviously thes
I have a solution to the tactical combat problem. If you go with the current 'invasion' technique i.e. you click a form of attack then there is a prescedent in an online game i played a few times. They had a superbly simple setup where you design your ships (as do we) and then when you want to attack you get 4 (four) choices... 1. regular 2. board 3. scout base 4. board base Now obviously these aren't relevant but I like the concept of the first two for shi
Ok, thanks for the help. I think i was initially confused thinking that you traded them with the trade ships. But I see now that their benefit is just as a cash cow apart from the inherant qualities bestowed on your own civ. Ta for the tips. I just wish I had more time in the day to play this game... *considers quitting job and dumping girlfriend for GalCiv* Warmest regards VanCam
If you build a tradable good on one planet does it only get traded if you launch a trade ship from that planet or does it just apply accross the board? First time post so I should also mention WHAT A GREAT BLOODY GAME (I love it loads) Warmest regards all VanCam