T-Man, I am registered and it has successfully saved a score before (from another computer). I do have the latest DGM build and will try to register the same score again later (from a save just before the end). i know you stated this before, but what is the scoring mechanism. I like occasionally playing small galaxiues on easy levels (my currently registered score) when I have just an hour to kill or so. Will this totally ruin any chance I have or having a high score? Paul.
Solitair
The Torian Dreadnoght is very funny. I make it my duty to destroy all Torian Dreadnoghts I see in the name of political correctness. Paul.
For some reason the metaverse will not accept the score from my latest game. There is no error message or anything, the score just does not appear. Is this anything to do with me using a different computer or just a bug? Paul.
This problems occurs for me in lots of games. Usually I just move a scout or freighter close to the planet a nd the enemy takes the bait. Whats even more annoying is when this happens to a planet you own. I've had ally ships stuck below my planet before which stopped me moving anything to that planet. Paul
I've noticed before that if another race reaches an anomoly before you your autopilot does not change. In Jack's case it moved him onto the tile which was already occupied and a battle occurred. Would it be possible to cancel autopilots whose destination has disappeared or changed(survey ships and colony ships) bringing up an event message of 'new destination required'? Paul.
could be the lag alright. Will double chech this evening. I just know that I can't trust it to tell me what's been completed. Paul.
Jurgen, one likely development will be the ability to research strategies which release specific types of ships. Rather than designing a ship you could possibly research a type of ship/strategy (such as missile boat, or flank attack fighter) which could then be used in a strategic battle (you send the ships, the computer works out the result). This would keep the Galciv ethos while giving people a greater sense on battle control. Paul.
Pascal, I agree there are lots of battles. There should be! This is a 4x game. In Galciv though the battles are strategic not tactical. You send in your ships and watch the results. Galciv has more development under way and I'm sure the current situation will get better, but tactical battles where you move ships around and choose weapons are not planned. This is a perfectly good approach, as seen in games like BOTF. Moo and SE are 'grand strategy' games and I love them both. But they
just to remind about this. The event window is badly messed up in the latest build. It tends to report the correct planet but the wrong item built. It also fails to show 3 items consistantly. This may be due to the first problem though. Paul.
Jurgen, I disagree with the desire for self designed ships. I enjoy designing my own ships but this is NOT required for a 4X game. Think of what 4X means. tactical combat does give a different type of game but that's what the moo series or SEIV is for. I want something different in galciv. A grand strategy game. its all a matter of personal taste. you should read the overview of the game. it very clearly states that galciv is a strategy not tactical game and hence no ship batt
Wheh I research cultural trade it reappears in the research list but I cannot research it again. Paul.
You would need to limit the claims or else every system would be claimed within a few turns. It would change the strategy to building lots of scouts and claiming every system you saw! Maybe you could only claim systems in sectors you already owned. Maybe you need a special ship like an outpost ship (cheaper than a colony ship, tiny or no population). Claimed planets can still be taken over by colony ships. Paul.
Jaggy, this idea again works fine on small or tiny galaxies but imagine the micromanagement nightmare on large galaxies. Especially if you're at war and someone else is attacking your freighters. As for patroling the trade route, on large galaxies this can be huge and a privateer can easily find some spot to destroy your freighters before you get there. Paul.
I also get a crash to desktop whenever I click on these icons. Always! Paul.
I think at the moment the trade works well on tiny and small galaxies but poorly on larger galaxies. While I like the little freighters, I would rather be able to move a ship into orbit and blockade a planet (hence removing all trade and blocking purchasing of advances). The level of complexity which the freighters will add for large galaxies with lots of freighters is a pain. Limiting the number of freighters does keep this manageable, but at a cost of realism and variety. How
Some more ideas. Issue: Today we vote on whether to allow a trade federation. All freighters are managed by the trade federation, income from them is reduced (-50% or -25%) but they cannot be attacked. Issue: Today we vote on the ownership rights of anomolies: Only sector owners can investigate anomolies in the sector. Issue: Today we vote on forcing race A and race B to declare peace. Instant peace at current boundaries, with no military actions allowed for X turns.<b
Well I was waiting for someone else to start this discussion but as it hasn't recently appeared here goes. How do people find the infinite ship ranges affecting their games? Personally I find two problems with this (a) extremely rapid expansion spread out everywhere across the galaxy. (b) no sense of borders in wars. The rapid expansion is not a huge problem if all races focus on expansion at the start. It is still very annoying though when a system n
I have 111 files at 45,767,633 bytes in my Gfx directory. Paul.
Going gold 3 months in advance. Ouch. You'll probably need the extra time then. I did manage to play my first ever complete game without crashing over the weekend though. Good sign! Paul.
I don't really want this changed. A 100M colony ship allows for productive colonies, but is a bit to fast expansion. If you want a fast game, make an advanced start-up option where you already have half the technologies researched! I like the idea of two types of colony ships. Small 10M colony ships which are cheaper and quicker to build and large 100M colony ships which cost more and have to be researched. This adds strategy and allows for rapid start-up expansion, but at the cost of s
Brad, this game is suppossed to be constanbtly updated and upgraded. Theerefore putting everything in at once and waiting longer and longer doesn't really make sense! I agree that you want it awesome to start, but November is still 4 months away! Surely by then it should be awesome enough for a first release? Paul.
I agree with Jack. Nice to have but not required for the first release. I assume the first two options just involve the graphics team while the construction ships will involve more programming. I would also suggest the following possibilities. 5. Battle markers (nice to have, could wait till an upgrade). These would be symbols on the main screen where any battle occurred the previous turn. You can click on them and see a replay of the battle with clear summary of who fought, ho
Perhaps at a later stage in the game development (version 1.1 or later) a new set of ship images could be released with smaller ships for those who want them. Pascal, would you also be looking for a smaller grid then, or just much smaller ships in the current bigger grid? Paul.
Jack, I don't have the de-orbited ship selection problem. I can de-orbit a large number of new ships and each one is selected for me to move in turn. I play with auto-turn off. Do you have this problem with new ships (just built) or with old ships? Paul.
I suppose it depends on how long the 3D engine takes to implement and whether this uses resources which would otherwise be spent improving the game. I would automatically assume that it can't have a negative effect, but I assume the extra cost could reduce the time spent on other aspects. Paul.