Please tell me ship control hotkeys are in and that the text for the interface fits in some of the boxes.
Misaniovent
Echoing this, not is the UI unintuitive in many cases, it's also just...sloppy. Things don't fit.
Hotkeys need to be in the final game or playing on any sizeable map is going to be very painful. I'm also really worried about the quality of the interface. Text doesn't fit in the boxes provided, the chat window doesn't fit, I'm getting bugs where I have a the same improvement listed multiple times. I'm a little bit concerned about whether some of the sloppy aspects of this game are still going to be here on release. A bit less important but: the icons that are re
Can we still look forward to the AI pulling info from saved games to learn from players and whatnot?
How did you manage to get this onto the front page of the website?
Should we expect espionage in a future expansion?
And they need to be tied to hotkeys. Right now it's very tedious managing a large empire.
So, I have a lot of faith in you guys and your products. I think there was another thread about players playing against the UI -- people seem concerned that we might end up without UI "best practice" features in an attempt to push players towards certain styles of play. Total Annihilation didn't have strategic zoom, but it would've added a lot to control of the game if it had. The screenshot of a "zoomed out" game didn't seem functional. I didn't play Su
Being able to extremely zoom in close is great, but will we be able to extremely zoom out?
[quote who="Frogboy" reply="8" id="3529258"] Quoting hedetet, reply 7 What's the difference between the AI and Post-Humans? Aren't they essentially different flavors of AI? The Post-Humans are humans who have evolved beyond their biology. The Substrate were created by humans as an arti
I'm concerned about the quality of the interface at this point. It seems like things tend not to fit together. A good example would be the text box in multiplayer. I can't scroll, words are cut off on the side and the bottom, and usernames sometimes don't fit. There's no effective scaling and no option to close that window. I'm also noticing that there are not ship hotkeys. No G for Guard, S for Sentry, or anything like that. Are these on the docket or should
I'd like to see the stacked techs be exclusive from one another. You need to make choices, not just have three techs in the same place.
[quote who="markmid" reply="1" id="3514955"] Maybe they could tie a shipyard to a starbase, so constructors are built automatically and sent there, or requested via the build queue when you request them at the starbase? If anything else is set to build, it comes in at second on the list, moving everything else up a notch except that which is currently building. [/quote] If you set a rally that's effectively how it works, but I am not crazy about that. The micr
I know you said not to guess, but I can't help but wonder what happened to Societies.
Only if it can be turned off. I'd rather they skip it entirely. Every time I see a series that is dialogue heavy add voice-acting, I see a series lose dialogue and quality. VA is not needed for a game like this and I do not want my ships to make snarky comments when I click them. I'd rather see Stardock spend that money on nearly anything else.
This would be a neat idea but they would have to make commerce raiding worth it. I'm all for more HH references in the game though.
[quote who="cardinaldirection" reply="16" id="3468938"] Quoting NorsemanViking, reply 13 Quoting Misaniovent, reply 12 Almost no one playing Might and Magic Heroes VI. Oh how the Mighty and Magicky have fallen. Yeah, after the last good one, and my favorite number 4, it has been a disaster. I thought they redeemed themselves pretty well with Tribes of the East; and now Eternal Essence makes it even better. <b
Almost no one playing Might and Magic Heroes VI. Oh how the Mighty and Magicky have fallen.
[quote who="Gaunathor" reply="5" id="3466827"] stuff [/quote] This is really exciting. The AI is what sets GCII apart -- I am looking forward to it in the next game. I have been playing Endless Space lately and while it's a good game it's just not as interesting because the AI is just not that interesting. The game feels very static and puts the player in a position where he's the only driver of galactic events.
[quote who="ParagonRenegade" reply="1" id="3466780"] it actively surfs the internet to do so.[/quote] wait, really? i don't remember reading this anywhere.
What's been most apparent to me so far is the lack of visible information. I assume most of these things are planned but I am still happy to provide feedback. <span class="EOP SCX11945
I imagine that Stardock learned a lot from how Sins dealt with increasing fleet sizes and distances from the capital world.
I've never seen this as a major issue for GalCiv II. Diplomatic, science, and influence victories were always possible, putting you in a position where you really did not have to mop up the galaxy.
I imagine mod support might let you rewrite lines of the game you don't enjoy and change "cartoony" aspects. I'm ambivalent towards it. Endless Space is a good example of a very serious 4X space game, but it ends up being very hard to understand because it spends time trying to make techs sound fancy.