The one that always bugs me slightly is the technology rate choice, everything else is remembered from the last game, except technology rate. I always like to play with very slow tech, but everytime I start a game I have to reselect that. It's not a huge issue, but I assume it's also not a huge fix.
Noxins
Debug Message: ERROR: Had to force clean up on dead ships that were lingering! (Ship Name: 3-Frigate M4-1X 4) ASSERT ERROR in file .\Source\EndTurn.cpp at line 2121.
3. Could we get a auto-survey standby mode? In this standby mode, if any new anomalies become available, the ship will wake up and switch to auto-survey mode. This is pretty much essential really if they are going to respawn. (which I think is ace) The computer players will always be able to see when one has respawned, yet unless the human player wants to scroll around the map each turn checking, they're not going to be getting the advantages th
The Epic Generator was one of the key features I was looking forward to trying out. I can understand the decision to cut it, however much I wish it was there. Like others I just hope that the feature is revisited in a future expansion or patch. Like was written in a post I read somewhere, it's fluff like this that gives a game heart and character. Even if it is at the end of the day, simply fluff. Gameplay examples, prewritten by the game as you play is also a great publicity tool.
I see a bandwagon, so I'll jump on it. I checked the site earlier today and it was really nice to see the week early announcement, all too often it's a month later one instead. Just finished up a quick game as I'd not played GalCiv II for a while anyway, I have a feeling I'm going to be a recluse for a few days.
This is great news! One of my only complaints with the game has been the flawed scoring system for metaverse games.. Given that this is pretty much an external non-gameplay issue, that's some good going. Looking forward to trying it out.
I really like the idea of the metaverse, it adds a competative reason to play, other than individual enjoyment. I'm glad you did it too, I always believed that the largest factor to score was the amount of in game time that passed, which in my opinion is counter to how it should work. Surely taking less time to win is more skillful. What really drove it home for me was the last metaverse game I played, I whacked the difficulty up and won a la
This is why I stopped wasting my time with Metaverse games ages ago. The scoring system is fatally flawed and has no relevance to how well the game was played.
Funny thing is X3 was a high profile game using Starforce. It was cracked and released via illegal file sharing days before retail release. GalCiv2 had no protection and didn't appear via filesharing until 4 days after retail avilablity even though it is very easy to pirate. I guess everyone was too busy playing it! even then the galciv2 pirate release
I would actually prefer a hero system to the current exp system. Personally I would rip out the current Exp system, it's far too overpowered, There's unlimited scope for mega-units. I'd impliment a 3-5 tier experience system for basic non-hero ships, but then include the ability to hire a limited amount of "Hero" fleet commanders. Maybe in thier own pre-designed ships, and unmovable to custom created ones. Have them infer bonuses to the
I started reading, but then realized all there was is a list of ways to exploit the game to your advantage, not tactical strategy. Using those kinds of advantages I'm sure it would be far more simple to beat the hardest difficulty levels. But why bother? Only choosing races ethically aligned? Well that's nice and boring. Saving and exploring before restarting? This is not a list of strategies and tips, it's a list of cheats. T
My last game contained many heroes! I had medium hull ships that had gained so much experience they were better than huge hull equivelants. I had roughly 12 of these bad boys, my flagship being an actual flagship after upgrading and through experience earned I think I ended the game with it on roughly 380 hps. The lesser "hero" units having been with me through some major wars and having trained hard on destroying defenceless freig
I read in the 1.0X notes that the issue was fixed now. However when submitting a game earlier today the difficulty reported was erronious. The game was set to Crippling, yet reported to the Metaverse as Normal.
Occasionally the Drengin will refer to themselves as the [TheirShortName] in diplomatic discussions. When declaring war on you the Humans boast their giving away Hyperdrive "Technologu"
From what I can see, the major contributing factor to a game score is the time taken to complete it. The longer the game lasts the better the score, in some cases as much as 10x the score. This seems really ill thought out. I could start a game and drag it out for 30 years no problem. But I feel if I completed that same game in 5 years then I have performed much better. It seems to work in the opposite way than would be logical. Play a game a
When there's no copy protection to crack, major pirating groups will not make a release. Ironic isn't it? Games released recently that do use copy protection have been cracked and distrubuted within a day, GalCiv 2 took a week before there was a whiff of an illegal version floating around.
I will always begin with more power = better fleet. But as long as I'm doing the attacking, but if an enemy has hi-tech weapons of a specific type then for sure I will start developing designs that can even completely negate the damage done making them untouchable by that empire. (Until they revise their own designs)
Immediatly I'll buy a factory on my home planet, I'll send my survey ship out to explore the surrounding systems, picking up anomlies if they happen to be on my flight path, I send the colonizer out with it and set my planet to produce the next colony ship. Set my spending to research max and my tax rate to as high as possible before going lower than 50% If my survey ship finds another planet, THEN I'll buy up the second colonizer, and repeat
Defence ASSIST.
Micro your sliders for the first few turns.. Your economy will likely suffer if you have a good industry bought up in 3-4 turns. My general start is much the same as you described, colonize the closest, and starbase up any resources nearby. BUT never forget a basic military starbase with sniper cannons, also if you have the resources/time an economy base with orbital factories. I tend to focus my spending on research for the first
I still have no idea how scores are calculated. Seems to me that the longer (Game years) a game takes the higher the overall multiplier is. I would have thought difficulty would be the major multiplier. If you'd played the same game on crippling difficulty and won much sooner you would have gotten a substantially lower score..
It's a whole different way of playing on the largest maps. Suddenly range and speed are far more important factors (Something the AI seems not to realize) your territory is vast, you need mobile fleets that can move far and fast. Have a play with the planet settings on larger maps too, tight clusters and less stars can cause Civs to be isolated, which can be either good or bad depending on what they're isolated with. If you knock it up to common stars the galaxy will be teeming with s
The AI loves to beat you when you're down. I always get a small miltary force in space ASAP. Even if it's just little pea shooters with 1 damage. Expand first, to any and all neighbouring colonizable areas, when you colonize your first new planet buy up 2 factories and a spaceport, then have that planet churn out little fighters while your home world focuses on more colony ships / constructors. As soon as you have claimed all worlds/resources within range build up a military starb
I often use credit to get large troop transports in space quickly. If you've taken down the defence but have no troop transports there's a chance you'll forfeit the planet in a long war.
The choice of accepting an Influence victory or not. Currently I find it very hard to achieve a military victory at times as when I stop to consolidate I win through influence!