In a singleplayer game, currently, you can set which races or AI players to play against and which level of difficulty (Easy, Medium, and Hard). However, there's no real explanation of what these difficulty levels actually represent. Level of economy, agressiveness, build speed, etc... I'm assuming the release version will most likely define these better. But in terms of setting up our singleplayer (and multiplayer I suppose, altho I don't play multi-player) games, what's the level o
Wizaerd
I'm a firm believer in #8... Poorly documented games, or games where it's the accepted norm to learn about gameplay elements onlines are a big pet peeve of mine. One of my biggest gripes about GalCiv2 actually...
I didn't like that learning a new move made the Pokemon forget a move (if they already had 4)... In my mind, it would've been much better if you could keep all the moves you (they) learned, but you could only have 4 active at any point in time. I hated learning a new move, only to find out it sucked, and couldn't get the previous move back. So a particular Pokemon has 10 moves, I pick the four I want to use... before a battle, I could get an option to keep those four, or choose differ
The same could be said of Yugioh, at least for me... I'm 43 years old, and got into Yugioh originally so my niece would have someone to play against (or practice against) and I got addicted. The whole premise of a card game was perfect for the DS... I couldn't imagine playing this game on anything but a DS... But anyways, the thing I like about it is the sheer number of possibilities in building a deck. It might very well be the most fun I've ever had in a video game. I jump from ga
I'll admit, I haven't played very many games, and those were small ones just to try and get a feel for it. I'm actually waiting til release to see what the missing 4X features will be comprised of... Anyways, the few that I have played I've noticed that I only had the two intial ship building facilities (for capital ships and light frigate ships)... Is this the way the game plays out always, or do you eventually get the abilitiy to build more ship building facilities at other locations? Sorry
I know this is a huge request, but considering some of my other "off the wall" requests, this is not out of the norm for me... Would anybody be willing to write up a turn by turn analysis of a game? Using the default game settings? Like a walkthru of an actual game? The walkthru guide that is available doesn't list turn by turn, and I would learn better by example instead of a brief write up of achieveing general goals... Yeah, I know it's a lot to ask, but I'm asking anyways... :LOL:
Thanx... May I ask what is a normal or average number of empty turns?
It seems on most of my games, at least in the very beginning, there's a lot of just pressing end turn without really doing much... Is this the norm? I usually set my flagship to autosurvey, and wait for things (constructors, colony ships, labs, factories, etc...) to be built...
Well perhaps, and hopefully, since TA is the last official GC2 expansion, StarDock would release such a setup to the masses? :CONGRAT:
[quote] Enable Cheats and use the Quazi Hot Seat Cheat - "Z - Enables autoplay/Quasi-Hot Seat Game (the AI takes turns without waiting for the user) " [/quote] I'm not exactly sure what a Quasi-Hot Seat game actually means, but the AI not wating for a user to take their turns might be it, assuming the player doesn't actually have to play to watch what the AI is doing... I'm thinking more along the lines of a debug mode, where there is no actual player, just the
I was watching some videos over at YouTube, where devs were talking about the development of the AI in GalCiv2. I know they were running this in a development environment, but the dev in question would make some changes to the code, then run the game to see how those changes were implemented by the AI. The key was the game appeared to be self-running... And it got me to thinking... In TA, with the sheer number of editors being included, creating certain scenarios interests me, but I'm
I agree with the need to get rid of buildings already placed... Not only on my own planets, but especially a conquered planet. Especially if the planet was conquered due to a strategic position more so than their manufacturing capabilities. If we were taken over by aliens tomorrow, it's a pretty safe bet they'd wipe out a whole crapload of buildings just as collateral damage (invasions wouldn't be without a fight) as well as strategic destruction of certain buildings (such as the UN, White Ho
[quote]Sins primarily is an offensive based game. Turtling at the start is a good way to lose. [/quote] I sincerely hope this isn't the case... It's not that I dislike combat, I don't, I love combat. And I will most certainly take part in it, but it's the RT4X, real time empire management I was hoping to get from this game, with real time tactical combat as a side benefit. (I'm not an online or multi-player kind of person, much rather do my own thing...) However, after playing the bet
Not intuitive? Seriously? Perhaps I've been using computers a lot longer than I realize then, because it's second nature to select something in order to do something with it. Especially given the layout of the screen, select something and see the details in the details pane. Oh lookie here, an Install button shows up. Works just like "My Computer" or "Windows Explorer", (without the install button tho...) The only thing I ever really missed was the SHow PreRelease checkbox, but othe
[quote] Question one -If I have a planet with 50 mil BP, and 20 social BP, and 10 research points, and this planet is NOT BUILDING anything (to include ships, or anything that goes on a tile) how much is that colony costing me? ***not counting all the other stuff that someone to going to bring up about colony maintenance*** The answer should be 10 right? 10 BC for the research flasks, and the 50+20 going back to my treasury. Is my answer corre
[quote]Jpinard wrote a great strat guide for Dark Avatar. You can find it Here [/quote] Not exactly a printer friendly format tho, and as I have already stated, I hate reading online documentation. Yeah, I'm old school... I prefer... [shudder] hard copy...
[quote]The pdf version of the Gold manual replaced that of the original one at DA's release, so if you want to give it a look, just hit the Manual button in the launcher. As to getting a paper copy should you want one, you'd need to contact [email protected] about that. It'd probably be easiest to just get the whole box, but I couldn't say if you'd be able to cut a deal on that since you already own the game. [/quote] I'll look for the PDF when I get home, and if it is indeed bette
I was over in the SINS forum, and there's a small discussion going on regarding manual size, and their cost. One of my biggest pet peeves about GalCiv2 was the lack of a real manual... No, I don't mean there was no manual at all, because there was, but it contains so little actual information and it's always been expected for new players to go online and find all the stuff you need to know to play this game online. Personally, I think this is just plain wrong, to expect people to do all this v
[quote] The manual is 80 pages long and represents the largest cost of manufacture of all the various components. If you guys had any idea how much it costs for each page of a manual, you'd understand why they're no longer tomes. If Civ IV hadn't sold 4 million units, they wouldn't have been able to afford a 200+ page manual either. <IMG id=ImageResize_Image_15 src="http://images.stardock.com/smiles/Tongue.gif" onload=ImageResizer.createOn(this); align=absMiddle border=0 tries=
Looks like some great additions...
[quote] The only thing missing is an actual release date? I believe Jan 15th is the expected release date as mentioned here: WWW Link [/quote] Bah, couldn't wait, I had some spare tokens on TotalGaming.net, so pre-ordered... :D
The only thing missing is an actual release date?
I'd like to put my request in for a large and extremely detailed manual... My biggest gripe with Stardock and GalCiv2 is the extremely light manual. What's there is good and well written, just not enough. Any game that requires me to spend hours and hours hunting for information online in order to learn how to play or to even know what's available in the game, is a bad bad idea in my opinion...
[quote]Last I heard from sales, the beta's can get the colectors edition for the cost of shipping. Don't know what the cut-off will be, that's what I was told when I asked about the collectors edition for those of us who ordered before they announced the goodies. YMMV. pek [/quote] Is there a link or informational webpage outlining this? I'd like to get the boxed CE version even though I purchased using tokens...
Thanx pndrev!! :LOL: