Personally, I feel like the system should gravitate toward the module-based command-ship methods. You only EVER get 7 command ships....yet you could get a dozen or more specialty modules. (kind like how you keep discovering "free planet upgrades" long after you have upgraded all your colonies) In other words, why not just let you swap each module off your ship "for a cost" after you have researched a better module? This helps both the "upgrade mod
JeremyG
Sorry for my comment. I mis understood and didnt realize until I got hit with same thing. Krynn had like 8 survery ships trying to get through hypergate. They actually DO eventually get through, but they have SO MANY moves (like 17) that it takes MANY MINUTES per month.
I do kind of agree with the random tech stuff. But i do kind like the mechanic of the "discount" on research for those defaulted techs. It sometimes stops me from "doing the exact same thing" every game. However I feel like you should be able to force a specific tech, even if maybe at a penalty. However I DONT agree with your assessment of the cookie-cutter research model. There are LOTS of play styles. You can do things like re
I have had turns stuck...but never figured out why. However almost every time it was resolved by saving the game.,..and then loading that same game back. A couple times that didnt work, I had to revert to an auto-save.
Custom ships can help a lot....depending on the individual game. What I have notices is that the "stock" ships, are based on what weapon techs you research first. So if you research beam weapons, and missile defense....you will get default ships with good defense against missiles, and beam weapons for offense. However if later in the game you need to fight an enemy who also uses beam weapons....you then research beam defenses....but your default ships will s
I had a custom race I was playing with. Then I downloaded a custom racee from the library, and now my own is gone. :( I have save games with my race...is there any way to bring it back?
I don't know if this is for ALL game settings but certainly for "starting sector size" If I set it to TINY, and then begin a game, it still has settings from last game. Exit game and start new...sometimes it honors the "tiny" setting, sometimes its small or medium. I cannot really find the pattern.
Dont know if GalCiv 3 had this or not, but man it sounds great on my speakers. Subtle, but immersive!
[quote who="slarjy" reply="2" id="3845538"] I still have high hopes for this game but not if they rush to release it before it is ready. [/quote] What I'm about to say might sound bad, but it's not intended that way: No GalCiv game has ever been what I think it should be until about 1.5 years after release. But this is NOT a comparison like a lot of games that "ship before they are ready". GalCiv is just very deep and complex. &n
[quote who="slarjy" reply="11" id="3845550"] the game it seems... that everything revolves around combat, and yet combat seems to be something they're mostly ignoring in regards to really changing up how things work from how i [/quote] This drastically limits strategy though. The reason combat is so boring is that you MUST have overwhelming force to beat the enemy. Having ships behave differently would open up a lot of precision research to buil
I played a couple hours of v .90 over the past 2 days and wanted to share my impressions. I want to start by saying overall I like it alot! Seems like alot of game mechanics are being streamlined. But admittedly I haven't played all aspects so this is just going to be a smattering of my observations. I absolutely LOVE the bottom bar, which shows you all your actionable options and analytical tasks in one place. I