Soulfire777

Soulfire777

Joined Member # 618621
1 Posts 1 Replies 669 Reputation

Hi, I have a couple questions: 1. Do pre-order people have access to the beta yet? 2. Does the standard edition of the game get the same FULL manual (presumably in e-document form instead of print) as the LE version of the game that supposedly includes the 200+ page manual? I don't care if it's not printed on paper, but I do want the FULL manual? heh

2 Replies 2,264 Views

I was reading about how a given city's growth will be dependent on food resources and was wondering: Will you be able to transfer food from a city with a surplus to another city that has fewer local food resources? In Civ4 for example, you cannot do this - if you find a city location with lots of strategic resources but little local food potential, it is VERY hard to get that city to grow to a decent size. Other similar games allow you to transfer food between cit

4 Replies 2,840 Views

[quote who="econundrum1" reply="6" id="2560441"] Well since the game is still a work in progress and not by any means feature complete producing documentation at this point would not be sensible.[/quote] Yea, I did not really mean for anybody write all the documentation right now...just that I hope better (more thorough) documentation will be included in the final game when it ships.

26 Replies 27,203 Views

Yea, but the point is that you kind of need access to the formulas used in the game to document this information even semi-efficiently? I know you can fiddle and tinker and try to figure out all that stuff out the long hard way with no help, but the point of having a more thorough manual included with the game is so that the customers don't HAVE to waste so much time re-inventing the wheel when the developers already have access to all th

26 Replies 27,203 Views

Hi everyone, One of the very few minor complaints I had about the GalCiv games was that the documentation that shipped with the games sometimes did not do a very good job of explaining some of the complex game mechanics. This left me frequently feeling like I was "guessing" about whether I was making good decisions on many things...sometimes for months before I could find decent answers to some of my questions. An example of this was figuring out how to place influence sta

26 Replies 27,203 Views

Thanks guys for all the great discussion here on this, and thanks Brad for your direct response as well. It is very refreshing to be able to have a discussion on a game you care about without it devolving into a hateful flame war. I cannot say how much I appreciate the atmosphere here and how people are actually willing to RESPECT each other's opinions.. =)

50 Replies 128,785 Views

I am not trying to be overly critical here, but I wonder how the rest of you feel about some of the "silly" touches in many Stardock games? By silly, I am mostly talking about some of the text associated with techs and units in the GalCiv games and the hints of a similar tone in Elemental. Example: https://forums.elementalgame.com/376728 Here on the card for the character Lorina, the text reads "And I'm all out of gum...". Now I do understand that not everything has

50 Replies 128,785 Views

I played LoTRO for a while too, but quit several months before they released the first expansion. The problem with MMOs for me is that they all suffer from the same end-game problems: endless re-running of the same few instances dujour requiring huge groups of people (usually involving a lot of wasted time waiting around for everyone to get organized) for the slimest hope of geting an insignificant upgrade to a single piece of equipment for every 20 or so hours of time invested not havi

11 Replies 45,886 Views

Overall I really love this game, but there are a couple things missing that I find very frustrating: I really wish GalCiv included actual BORDERS, including open/closed border agreements, etc. It's really annoying that one empire can send a huge war fleet into another and they can't be asked to withdraw their ships or anything. The target civ is forced to either declare war first themselves (incurring a diplomatic penalty just for defending themselves) or else let the inva

11 Replies 45,886 Views

I installed the TA 2.0 update via impulse, but when I run the game it still sais it's v1.96. The option to upgrade to 2.0 is now absent in Impulse like it thinks the update was successful, except it didn't work and I can't get it to run v2.0? Will I need to uninstall TA and reinstall from scratch to fix this?

3 Replies 6,510 Views

I'd like to see 3-5 hotkeys added where you could program the zoom levels you like to use the most instead of having to use the mouse wheel or the defaults. It would also be very nice to be able to see which components could be added to starbases without having to send a constructor. Not just how many, but which ones.

242 Replies 396,172 Views

I'd like to see an option to start with all homeworlds having a point by system for buying 1-2 low level bonus tiles and getting rid of the "luck" factor on homeworld quality. The way it is now, the quality of your homeworld just has way too much influence over your whole game. I think this should be an option so people who like the luck factor can still have it. More different types of bonus tiles on planets would be really cool too (money, ship bonuses, etc.)

242 Replies 396,172 Views

More detail: Whenever I go to build a starbase, the dialog that opens which tells how many starbases you already have and what your logistics level is, it always seems to think I only have one starbase no matter how many I REALLY have.

3 Replies 3,131 Views

In the newest version of TA, I seem to be able to build an unlimited number of starbases without paying cash for them regardless of what my logistics skill is at.

3 Replies 3,131 Views

[quote]Regarding forgetting the starships orbiting a planet... I've solved this problem by not sending the ship to the planet, but sending it right up to the planet. I would always forget about transports that I had sent out to pick up troops.Now I just send the ship up to the planet and once it gets there it will show up when I click "find". Then I can just drop the transport into orbit, load it up, and send it on its way.Perhaps a programming solution would be that ships just entering orbit

8 Replies 36,858 Views

[quote]If you right click on the tech, you get lots of info. There's also a button on the tech screen that gives you more info along with tool tips that explain even more.[/quote] Ok thank you very much! That will help a LOT with my research decisions. Sorry I assumed you had not thought to put this in the game when in reality it was MY fault for not knowing that feature was there. Is there any way on the starbases to know which modules remain available to be built and what th

8 Replies 36,858 Views

Hi, Stardock, when it comes to designing great games, you guys rock! When it comes to providing documentation and in-game information access to help players make intelligent decisions however, your games often leave a lot to be desired. =( A strategy game is all about making decisions, so adding a few simple ways to allow players to access information required to make INTELLIGENT decisions (as opposed to just guessing) goes a long way towards making a the gameplay experi

8 Replies 36,858 Views

There is no way to disable it that I know of, but there is an inherent randomness to warfare in real life as well. When you plan an assault in real life, the best you can hope for is an overall idea of how you will do statistically - the actual RESULTS of that combat often are quite different from what is predicted. The simple truth is that in real combat, there are many factors that cannot be accurately predicted - and the longer a time period over which that battle lasts magn

38 Replies 11,288 Views

If an AI gets hold of a decent early weapons tech, they will usually tend to continue developing it further unless they get something better. Knowing this, you can strongly influence what kinds of weapons the AIs will use in the midgame and even into the endgame: A trick I like to use is selling an early weapon tech that is better than the AIs already have to EVERYONE - then developing the defense to that weapon tech and keeping THAT to myself. The trick is doing this early eno

29 Replies 17,973 Views

I have read that the "tough" difficulty setting is maximum AI capability with no cheats, but when I set the difficulty to tough and look at the AI personality settings, it sais their "natural abilities" get a +50% bonus. This is the racial bonuses that you buy when you create/modify your race, right (like +X percent to production, research, economy, etc.)? Am I misunderstanding this, or does using the "tough" setting essentially make the AI races a lot stronger than my race?

2 Replies 4,017 Views

Since upgrading a planetary building costs just as much as building from scratch, it would be very nice to have some ways to prevent upgrading buildings until all the empty or terraformable tiles on a planet are used up. The easiest way to help would be if the summary screen after each turn specified whether any given build project was an upgrade or not. For example: Planet X has just completed building a ________ and will begin building a _______ (upgrade). Currently it sais

437 Replies 244,518 Views

At first I thought it only affected econ treaties too. So, since I needed money so badly, I decided to demand sums of credits and techs instead. They agreed to all my demands, but when I actually checked my tech tree and credit total after bullying everybody, I didn't actually have ANY of the stuff they had agreed to give me.

3 Replies 4,574 Views