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GalCiv Expansion Pack Preview Thread
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#26
by Citizen Elden - 6/10/2003 10:46:44 AM
Will there be a way to rename individual planets (Like Earth, Mars etc.)
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#27
by Citizen Hrdina - 6/10/2003 12:01:35 PM
#12 by Citizen Scanner28:
In the expansion pack, any chance we will be able to see trade route lines on the big map? I know I can see the routes from the government policy screen, but star base placement using the smaller map is tedious at best when playing in a huge galaxy. |
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I would love to see this as well. I've only played with medium galaxies so far, but it can be a bit tedious to switch back-and-forth between the trade screen and the main map when placing starbases.
Hrdina
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Agreed , it could be nice feature (as long as you will be able to toggle it off )
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Come to daddy you little beta, come to daddy! 
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Something has to be done to the Fleet combats , they are ilogical and not intuitive !
I believe that absolutely reasonable to make that fleet of a small ships will be able to destroy one powerfull big ship , I am not saying that their attac power should be summed up - this will make the game unplayble , but they should be multiplied by some coeficient 0. < 1. and then summed up.
Also the fleet combat should be performed in one turn - one quick fight and finished...
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Perhaps, but maybe the thinking is that larger ships aren't just bigger they are better in ways that make them almost impossible to defeat by older ships. Kinda like attacking a tank with a spear. After all, there is a lot of tech research taking place to before you can make the bigger capital ships.
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Can't agree with you , if I understend correctly the millitary research you make adds bonuses to all ships.
So the ship type is not a design (like in MoO) but a "size type" right now. The ships get upgraded all the time.
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Hmmmmm, good point. It may be that some advances can be retrofitted while other really breakthrough advances cannot. Either way, your suggestion would open up more stratigic possibilities.
If you ever played Moo1, you might remember how those blasted Klakons would build a million little fighters and defeat you, just like a colony of army ants taking down a zebra!
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I can't wait for the expantion. but I have a small suggestion. ADD MULTIPLAYER. Though I know that this would be difficult because diplomat advantages won't work on a human player, but you guys (and gals) are smart. (thats why you made such a great game). Multiplayer could come in many forms. Hotseat for if a friend comes over (so few multiplayer games when you and friend are at same place) you could play for just a little while and then save. Also online, shure it would take some time but with both people moving at the same time it wouldn't be that bad. I'm in summer break with nowhere to go. I have the time. and for the story line you could have many different options. someone could play as the alians, there could be 2 different factions of humans that broke apart. and many other things like that. Oh and one more thing. How about being abel to interact more with your citizens. If you are evil you can tourtre them to work harder but be less happy. good could have some kind of amusement park that increases moral but decreases production. and other things like that. Well I have to go now I am very busy. Now where did I put that Galactic Civilizations CD?....
[Message Edited]
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Sorry to say that, kender, but there will definitly be no multiplayer mode ever in galciv. It is everything else but a 'small suggestion', it's more like 'rewrite the entire game'...
Anyway, there are rumors that stardock is planing to make galciv2 some day, so there is hope. 
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Personally , the last thing I need is Multiplayer (humans are so unrelible ) , more interesting events and even better AI - this is another thing
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Sorry to be stuck up bitch (because the game is pretty sweet as it is) but I'm going to have to state the obvious and request that you make space 'three dimensional'. It would be possible wouldn't it?
[Message Edited]
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Absolutely agree with every word !
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Some fairly minor things, but I would definitely like to see them, especially when playing large maps or bigger:
1) Don't clear the autopilot destination when a ship is selected, or give us a way to restore it.
2) When a new turn begins, and you get the summary of what just got built on each planet, can the corresponding sector of the mini-map be highlighted so I know where that thing just got built? Hard to remember the names/locations of 30 systems.
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#42
by Citizen Nebuchad - 6/13/2003 3:42:06 PM
I guess we won't be able to mine planets and asteriods without having to colonize a planet No carriers or any other new ships Well - it was only a wish list!
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1) Don't clear the autopilot destination when a ship is selected, or give us a way to restore it. |
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This only occurs if you select it in the main map. Select the ship via the ship list and it won't clear.
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Please excuse the tone of the message that follows. I was a bit frustrated with GalCiv having tried to play it at Beginner level for 3 weeks now (I am a registered user of a retail copy). I mean no offense, but some of the things in GalCiv simply defy all logic and common sense. I hope that some of the points I make below (again, please ignire the emotional charge) will bake it into the future updates to this promising game.
Original post:
I think I am not the only one who hopes that the Expansion Pack will fix the following inexplicable nonsensical elements of GalCiv. Of course, there is MORE but even if this limited list of nonsensical things were fixed in the X-pack the Galactic Civilizations would become the supreme game and a standard setter for years to come. Moreover, it would become actually playable and enjoyable!
I. Ships and invasions:
1. Transports the size of planets? One BILLION troops per transporter? Come on. 50 million (though it is still pushing the limits of believable) is more like it if you rack-pack soldiers in stasis pods.
2. On a planet with a population of 10 billion EVERYONE is the defender? Think a second: on our Earth with population pushing 7 billion, subtract elderly, handicapped, pregnant women, infants and young children, and otherwise noncombatant civilians and IF all governments work in unison we would be lucky if our planet could put together half a billion of combat ready troops. The GalCiv math would work out just fine: Say, on a 10 billion planet there are some half a billion soldiers, so 10-15 transports (see #1 above) would suffice to attempt an invasion.
3. It is bullshit that invader has the advantage. It does not work like that UNLESS the invader has 10 times the technological superiority. Defending troops are fortified and well entrenched and they know their turf. The defender, therefore, should have the advantage.
4. Planetary defenses, such as missile bases, ground batteries, fighter garrisons and such will be added. Players will be able to, but not required to keep fleets in orbit for planetary defense;
5. Bombers. How come there is no ship capable of bombing a planet? There WILL be bombers in X-pack.
6. When player sends transports to invade a planet he WILL have an option to ABORT the invasion if (upon reviewing that gorgeous invasion options screen) he decides that his forces are insufficient. Yes, players will have this option in X-pack.
7. Star bases, considering their insane cost and unreal time required to build and upgrade, WILL have the ability to install defensive guns and missiles modules. Players will no longer have to keep huge fleets for star base defense. Star bases will NOT be completely invulnerable, but a pair of lousy corvettes will NOT be able to annihilate a star base. While the star bases will be vulnerable to a group of battleships, it will hold its own against a bunch of flimsy Starfighters (!)
8. It is well-known, that it is much worse to be outnumbered than outgunned. A swarm of weak attack units can easily overwhelm a single Hulk of a unit (remember Black Hawk Down?? Our super soldiers were clubbed to death with sticks and stones). A single Dreadnaught will NOT be able to destroy 50 corvettes with impunity and suffer 3 points of damage or no damage at all.
9. Ship repair will be FIXED. It should not have to take 20 turns to fix a ship especially with Repair ability at +60% and especially if it takes around only 8 turns to build that ship from scratch (!) Ships will be repaired much FASTER if stationed on a planet with a shipyard as opposed to being stationed in deep space.
10. Once new technologies become available, players WILL be able to UPGRADE and REFIT existing sips (at planets with shipyards) faster than it takes to build a new model of the same ship!
II. Economy, Diplomacy and Morale:
1. Galactic economic events will NOT affect civilizations which are not relying on interstellar trade (!). If I am NOT in contact with any alien civilization and I am doing ZERO trade what does my economy care about some recession going on at the opposite edge of the universe?
2. If I am not trading with anyone I will not benefit from -their- economic boom nor will I suffer from their economic problems.
3. Establishing Trade Routes WILL require entering into a Trade Agreement with a civilization. Why should I have to trade with someone I don’t want to trade with just because they send their freighter to my planet without asking my government’s permission? Torians, for example, will no longer be able to trade with me (unless I sign a trade agreement with them) to improve their economy just to attack me 10 turns down the road (!)
5. If a civ has colonized 3 out of 4 star systems in the same sector, they have ownership of that sector and to colonize the fourth system there the other civs will have to ask permission or look for planets elsewhere. Otherwise, trespassing of this sector and colonizing the fourth system will constitute an act of aggression and or war.
6. AI will no longer know where everything is. An algorithm WILL be included which would force the AI to explore space in random directions and begin building/dispatching colony ships or constructors ONLY if its scouts/explorers find a colonizable planet or space resource (!)
7. Morale WILL be fixed (!) and will appropriately reflect cultural aspects of different civilizations. For example: Good civs will suffer a morale penalty if their government begins a war of aggression; Saintly civs will suffer even a greater penalty to morale. By the same token, a good civ will see a surge of patriotism and a morale boost if attacked. The opposite will be true for evil civs. Neutral civs will have to attempt to stay out of conflict and do everything possible to end any conflicts they are involved in or suffer a morale penalty. Finally, 5000 channels of entertainment which takes 10 turns to build will improve morale for MUCH LONGER than 3 turns (!!!)
8. All diplomacy options will be available at ANY time. The probability of success of establishing an Alliance will, of course depend on how good our diplomatic skills are but the option WILL be there. We can ask, right? Chances are our proposal will be refused but WE CAN ALWAYS ASK (!) There WILL be other reasons for alliances except being “CLOSE” with a civ. Example: Arcean are annihilating everyone. Torians are my neighbor and are “warm” toward me but the Alliance option is not available since it requires being “close”. What kind of bullshit is this? We have something more important in common than “closeness” we are both being annihilated. We WILL be able to establish a defensive alliance even if we don’t like one another very much (!). Finally, if I am allied with a civ I WILL be able to use its planets as refueling stations to extend the range of my ships (!!!!)
III. Technology and Research and Production:
1. My entire civilization is researching Battle Armor (???) WTF is this nonsense? There WILL be sliders allowing me to allocate a % of research resources to each of the research fields so that research is going on in all areas but at different speed depending on my STRATEGIC and TACTICAL goals.
2. Autobuild will work for Social production as well. This way planets will have the ability to specialize. Being able to say: “Sol V, Autobuild research facilities” would be nice.
VI. Documentation:
1. Detailed descriptions of technologies, game options and features WILL be available on the web site for viewing or download. Players will no longer have to guess what exactly this or that does.
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#46
by Citizen RoPa - 6/16/2003 8:23:17 AM
When will the expansion pack be finished and available through Stardock Central?
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nice post, papa.
i think it speaks volumes that people want to contribute to the gal civ evolution. yes, we all have our gripes, but if it were truely bad, we wouldn't care enough to gripe. contrast this game with moo3, and it becomes apparent that despite their seemingly hugly complicated game, gal civ is cleaner and when it comes down to it: more fun. i'm one of those people who loves the details and the costomization, but at what cost, moo3? (speadsheet nightmare).
although, there are things from that game which galciv could learn from, (but lots of mistakes to be wary of).
there are many people like me who like (need) the 4X type game especially the space kind. also note that you will please some of us only some of the time. but take heart, you're well on the way. gal civ is fun with room to get us super excited about an expansion pack and fill our dreams with the prospect of a galciv2.
word of advice: hear our complaints and criticisms, but stay true to your vision and develope that above all else. when doing things like galciv2, don't make it the same game like moo2 and moo3 were, build upon it, but make it diverge enough to warrant a player's return.
i've taken a break from galciv recently because i am waiting to get the expansion pack. patiently salivating. gimme, gimme. i mean, take your time. ...but hurry up! ack! ok, don't rush it, really.
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#48
by Citizen Gengsta - 6/19/2003 10:55:36 AM
several good points made
I Ships
1. 1 billion soldiers rat packed together in stasis doesn't really take up that much space. It's conceivable that a sizable ship could easy do it although transporters and combat transporters are extremely underpriced.
2. Counts only tax paying citizenry, which could be only 1/20 of actual population. (I though this bit was in the manual.)
3. Transporters would be equipped with atmospheric weaponry, and with the ability to enter the atmosphere at such high speeds for an attack, the attacker certainly does have an advantage. Defender would need large scale planetary defenses to offset advantage.
4. I though planetary defenses were already a social project that could be built.
5. GC is certaily lacking in bombarding ships. Not quite sure what tech would allow bombardment though.
6. Definitely, option to abort an attack should be there.
7. Starbase defensive structures do just that! Whenever you upgrade a starbase with a second constructor you can improve the defense ratings so a corvette can't destroy it. At high techs, starbases can get as much as 70 for a defense rating.
8. Depends on scaling and armor. You wouldn't be able to club someone to death inside a tank.
9. If repair rates were faster, the AI would suck too much. (So the AI will have to improve before this is resolved)
10. I disagree, ships are ships, once built they are built and if new technology come along, they become obsolete. You can have a chassis and weaponry system that some other games have, but that's not the system the developers are looking for. (I think!)
II
1. Valid, hard to change though. Think the galaxy wide recession as caused by a galaxy wide unwillingness to spend any money on the part of consumers.
2. Same as above. GC is assumming every culture influences the next. Not too good of an explanation, I fear.
3. You can prevent them from trading with you. I believe it's in the trade screen somewhere that you can inflict trade embargoes against a nation.
5. I would disagree. The whole idea of sectors is just a mechanism for limiting the effects of a starbase. I don't particularly like the system either.
6. Considering the background story, they should know where every planet is.
7. This is an aspect that I would like to see. Unfortunately I believe every civilization should be penalized for being at war. Good civilizations more so that evil ones.
8. The alliance part of GC was always preposterous. You need to establish quite a trade route to get to close relations. If you don't trade there is no guarentee that you'll turn around and stab them in the back. --- Again some game mechanisms, you can't simulate reality too closely.
III
1. Never quite liked micromanagement enough to keep track of five different research goals.
2. Nice feature, a research oriented build order -- would be nice, I'd ask for other improvements first.
IV
1. I hope that is coming, they are promising it in the expansion.
Now for some comments of my own.
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#49
by Citizen Gengsta - 6/19/2003 11:22:12 AM
Multiplayer would be sweet! Although much longer games.
AI skipping over certain techs. Most memorable are virus elimination and artificial life!?? ( I just remember being cheated out of The Terraformer galactic wonder - twice!.
Detailed data bank on techs, on social projects, on wonders, etc. Sometimes I research a tech and forget what it does. Especially nice on the diplomatic screen.
More trading amongst AIs. They have an especially skewed way of valuing tech. I offer trades that are excellent deals but still refuse. I understand they have better diplomatic prowess, but to refuse a good deal is down right stupid.
And the minor races, they pay through the nose for the most worthless techs and trade goods. I take advantage of it yes, but it's definitely a flaw.
In the ship detail screen, star of origination data is key.
Forgot something, alliances are down right stupid right now. It's basically a mutual defensive/offensive pact, with the possibility of mutual assistance through star bases, and victory conditions. How about a trade bonus, stacking ships together, park at allied star systems, etc.
Also much more info on the governments. As your government gets more and more dispersed, you get more and more bonuses. What bonuses?
And at incredible difficulty, the AI gets 40% more income which is ridiculous. As far as turn-based strategy, this is one of the best AIs, but still to win as often as not against a 40% advantage leave quite a lot to be desired.
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