Yskonyn

Yskonyn

Joined Member # 679996
0 Posts 25 Replies 403 Reputation

I would say to leave the campaign for a DLC. Like others, I rarely play campaigns or story scenarios in 4X games. Events, Lore snippets, etc, should emerge as you play. A 4X playthrough is, in fact, a story in itself. If you add enough storytelling content that can make interesting stories (You are already using AI to generate art, perhaps it can be harnessed to create coherent variable stories too?) each playthrough will be an interesting ‘campaign’ automatical

36 Replies 140,312 Views

Let’s simplify the question to what matters in practical terms for you as a buyer, e.g. what you can control with your wallet. :) I think its safe to say that GalCiv is CPU bound more than GPU bound. So a modern CPU coupled with ample DRAM will benefit you far more than a top of the line GPU.

8 Replies 39,484 Views

For me the ‘problem’ remains the disconnect between the expansive ship editor vs the application of your creations in game terms. In other words: why have such a glorious ship editor only to reduce ships to simple rock, paper, scissors in combat in the game? GalCiv would benefit so much from a little more depth from the way components and ship elements have impact in gameplay.

9 Replies 47,566 Views

I don't think balance must be the focus here. Balance in singleplayer games is not a priority. I'd even go as far as saying certain imbalance provides even more fun. And if we do want to take multiplayer into consideration there is always the option to houserule out certain imbalances. The Dominions 5 comparison flies well again here.

48 Replies 211,190 Views

Hehe its probably an englishification of something from my language. :) Fall over was meant as ‘have a problem with’. Still, I think it’ll be a mistake to release without meaningful combat. I do agree that detail might be improved upon with patches / expansions in the form of more options for tactics, but the fundament should stand on release.

48 Replies 211,190 Views

I disagree. Its pretty important to have GC4 ship out as a great initial product with all main game features already in. GC3 showed that simple combat and a pretty obsolete ship editor with regards to combat dynamics is something people fall over. I’d rather spend another year in beta to release as a wholesome game than pushing to release with lackluster combat, but a functioning strategic overall game. Just my opinion of course.

48 Replies 211,190 Views

Good suggestions here. I am not a fan of getting tactical combat in the greater scope of the way Gal Civ is built, but like mentioned earlier I do miss the validity of making cool ship designs in the extensive ship editor translated to the way battles work in the game. With so much detail available to us creating the ships themselves I feel the combat system should be upgraded from a rock paper scissors system to a more detailed system. Improve on the choices players h

48 Replies 211,190 Views

I am not sure a pop-up will be the best way to go once we’re late game with more battles. Perhaps a hotkey and a prominent UI element showing its status of on/off or a options menu toggle might be more comfortable and less frustrating. I would not be looking forward to have to keep clicking away a popup telling me a battle is about to start and wether I want to see it or not. On the other hand, if the popup would present valuable statistics about the battle upfro

94 Replies 584,896 Views

I really like the ship editor that GalCiv is known for. So that's the fundament from which to tackle this question, in my opinion. The question is how we can still keep all the time a player spends in designing his or her ships relevant in the game? The battleviewer wasn't very interesting to me personally, but there also wasn't an alternative to viewing my designs in glorious battle. So the first few battles I often watched, but as the game went on I started to ig

94 Replies 584,896 Views