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What Do YOU want to see in Gal Civ 3???

What Do YOU want to see in Gal Civ 3???

Well.........tell me.........

I think the tile is discriptive enough.:annoyed:

But for those of you who like to be specific:rolleyes: ....

What new features do you want to see in Gal Civ 3?:ninja:

Is there something that you want to see from Gal Civ 1 or Gal Civ 2, only you want it to be better?:inlove:

Do you want it to have Real-Time, Control Your Warships, Space Battles?:smitten:

Etc.....

So please respond.:thumbsup:

ROCK ON!!!B)

3,239,428 views 1,309 replies
Reply #701 Top

STUPID DOUBLE POSTS!!!!!!!!!!!!!!!!!!!

Reply #702 Top

And by the way.......:waaaa:

CONGRATULATIONS ON REACHING 700 REPLIES!!!!!:bebi: :beer: :D B) ^_^ :cylon: :borg: :andrew: O:) :banhammer: }:) :drool: :erk: :grin: :') :inlove: :jafo: 8(| k1 k2 k3 k4 k5 k6 1* 2* 3* 4* 5* :* XD <3 :moo: :moon: :ninja: :(O :pig: :omg: :pizza: :pout: :rofl: *_* 8O :) |-) :smitten: :snowman: :star: 8| :sun: :O ^_^' :dur: :thumbsup: ;P :P :\ :w00t: :-" ;) :dog: o_O \o/ :d

I still stand my promise to give everyone +1 Karma when this post dies!!!:thumbsup:

Hope some of it comes back my way.....;P

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Reply #703 Top

Huh? Forcing players to have an equal attack and defense on cusom ships seems rather... draconian, and I don't see how it would change any of the game's problem areas. Also, there is no way to justify it in a sci-fi setting, and no devs would ever think about including it, for fear of angry space-combat junkies storming the building with pitchforks & torches. If memory serves, Alf, Sole, and GD had resolved this particular issue several pages back.

Reply #704 Top

Huh? Forcing players to have an equal attack and defense on cusom ships seems rather... draconian, and I don't see how it would change any of the game's problem areas.

This is the kind of translation I could've used, although that's not how I read it.  EF's posts remind me of Zyx's sometimes.

I dislike the idea of a hard cap on weapons or defenses, though.  At that point you may as well just define per-ship values as in Sins and remove customization entirely, which is a Bad Idea from my perspective, as that's one thing that makes GC(2) what it is.

If memory serves, Alf, Sole, and GD had resolved this particular issue several pages back.

Really?  What was our solution?  Crap...

*wanders off to get lost in the rest of the thread*

Reply #705 Top

I assume you resolved it. You stopped "yell"ing about it, anyway...

Reply #706 Top

We all know how population caps in RTS games suck Hydralisk Gonads right? Well why not bring that system into GalCiv3.

Because it doesn't fit. This goes back to the question of why you're adding a mechanic.

Most RTS games have unit caps to discourage certain kinds of behavior. For example, some units are so powerful in mass quantities that the game has to provide a mechanic to keep massing such things from being too easy.

Also, RTS games not only have a unit cap, they also have a quantity of units that the player is allowed to have currently, based on the number of some building or unit. Overlords, Supply Depots, and Pylons serve this purpose in StarCraft. This is an integral part of the advancement mechanic in this game.

TBS games don't have any of these features. The only thing a unit cap would do in a TBS is force turtling; you can't afford to attack anyone, because someone else will take the opportunity to attack you. Or you get double/triple teaming.

Please, don't let your Conservative thinking take over just to brush this idea away.

Oh, I'm not; I'm letting the fact that it is overall a poorly conceived idea do that.

If you're having to put arbitrary caps on the ship construction mechanic, then you should just change it. It seems like what you're wanting is something more rigid than the GC2 ship construction scheme, like a slot-based model. One where you have chassis that have slots, but what can go in each slot is fixed. So an early-game ship might have one attack slot and one defense slot. A mid-game ship might have those plus a utility slot for powers. End-game ships might have 2 attack slots and/or 2 defense slots. Some might have "generic" slots that can hold any kind of module. And so on.

Reply #707 Top

If you're having to put arbitrary caps on the ship construction mechanic, then you should just change it. It seems like what you're wanting is something more rigid than the GC2 ship construction scheme, like a slot-based model. One where you have chassis that have slots, but what can go in each slot is fixed. So an early-game ship might have one attack slot and one defense slot. A mid-game ship might have those plus a utility slot for powers. End-game ships might have 2 attack slots and/or 2 defense slots. Some might have "generic" slots that can hold any kind of module. And so on.

Hey, that's a really clever idea! Would help with a lot of the ship imbalances that have found their way into the game, but the players would not find it overly restrictive, and it requires a minimum of coding. 5*

Reply #708 Top

72x4 = 288. Not squared -- but still adaptative enough for some incredibly variable shapes of polygons.

Alright, and now for a bit of spoofy magic...

Triangular tiles on a true Geodesic sphere -- how's that for 3D immersion?

Sim Earth(s) modernized and while it spins (we can move the left-side top corner boxed planet surfaces, even zoom in already, don't we?!) the clouds project some shadows on your incoming Capital Icon right there clockwising its way above the equatorial Horizon.

But, watch it... soon after a Korx invasion transport is slowly approaching and - in fact - from the Sunrise glow you couldn't really detect that it was within a Fleet.

Bye, bye Flat World and welcome to the era of realtime 128b graphics produced by hyper cards!

:moon:

 

Reply #709 Top

Here are some facts:

15: Planet viability has nothing to do with Civilization. For two reasons: 1, not all cities in Civ are equally viable either, so I clearly cannot have taken the idea from there. And 2, the reason I want planet viability is precisely because the game is in space. The random-number-generator is what dictates how many planets you can get, not your choice of terrain. You can't do the kind of fudging you do in a Civ game to make the best of bad terrain; a PQ4 is a PQ4. As such, you need to make sure that all planets can be reasonably useful.

19: Civilization IV doesn't have any collective unionization of the kind I described. It has something similar to the UP, which I arged against. So in fact, this change would be moving it away from Civ.

20: Tech trading in CivIV and GC2 work exactly the same. Therefore, this idea would be moving away from Civilization.

22: Neither Civilization nor GalCiv have ever had tactical combat. And I want to keep it that way. I guess that's technically making it more like Civ, but that's a pretty poor argument.

26: Civilization does not have a robust alternative planetary/city conquest mechanism of the kind I describe.

27: That Civilization doesn't have a gameplay-sanctioned way to dominate the AI doesn't mean that removing GC2's mechanism is intended to move it towards Civ. There are plenty of reasons to remove Diplomacy on its own merits, and this thread has outlined them in detail.

So yes, your comment is entirely nonsense.

 

Oh man, what are YOU talking about when you're writing...

15-- Cities in Civ#x = Planets in GC2, no matter how much you spin it away from facts or interpretations.

19-- "i described", i must have skipped it somehow.

20-- What Trade idea, exactly? Tech trading in CivIV and GC2 work exactly the same. Techs, almost. But i'm going after Trade * (of everything, resources by Camels/Civ VS. nothing of that sort in GC2) *and* Diplomacy as a whole when i observe both games.

22-- GC3 needs tactical combat features to evolve beyond Civ4&5&6. Fine, YOU don't want it. We know. Life goes on. Sometimes, innovation hurts & changes are scary.

26-- Yep, but WHAT do you describe?

27-- No it hasn't & by far.

 

So yes, your comment is entirely nonsense.

Oh man, stop insulting me or i'll ignore you. (Edit:Done!)

 

Reply #710 Top

Taking that process halfway doesn't interest me; either stop at goal setting or take it to the level of a full design.

But weirdly, you're trying to shove it all down our throats.

Retaliatory comment #1 -- that makes sense.

Reply #711 Top

22-- GC3 needs tactical combat features to evolve beyond Civ4&5&6. Fine, YOU don't want it. We know. Life goes on. Sometimes, innovation hurts & changes are scary.

I don't want tactical combat, either.

Zyx, edit that last part of your post.  There's no need for that.

Reply #712 Top

And further, if your enemies want to keep playing, they have to justify it to the victor in some way.

You're talking about a fundamentally silly rule.

And who would they continue playing against, please tell me? Oh, okay - i'd be watching a simulation of AIs gameplay, right?

Are you really taking me for a fool and absurd silly human player here or not?

GC2 is a single *Human* player game that opponents driven by algorithms TRY to prevent me from reaching any Victory conditions. I'd prefer skipping the busy work involved when it's demonstrably obvious that i am too near from these for any code to catch up -- in such a way, that the context itself (including the opponents still weak, poor, stuck on two planets enough to have the toggle condition of admitting it *you lost* on by design and triggered by calculated undeniable superiority FACTS.) can also understand.

Silly rules are compiled, not defined via theories & MY suggestions.

 

Retaliatory comment #2 ; that makes sense.

Reply #713 Top

Zyx, edit that last part of your post. There's no need for that.

I'll stop, don't worry. He deserved it.

Reply #714 Top

Quoting Zyxpsilon, reply 13

Zyx, edit that last part of your post. There's no need for that.
I'll stop, don't worry. He deserved it.

Doesn't matter.  This is the Internet.

I was specifically speaking of the bottom part of your post in reply #709, which comes very close to a personal attack.

-

And who would they continue playing against, please tell me? Oh, okay - i'd be watching a simulation of AIs gameplay, right?

If I'm reading this correctly, you seem to have confused the idea of an auto-win condition with the idea of playing after winning.

The argument about a generic auto-win condition (GC2's diplomatic, influence, tech conditions aside, as they're not necessarily good ways to do it but hardly bad ways to do it) intends to soften it by allowing the game to continue if the auto-win threshold hasn't been reached.  The specific portion you quoted from Alfonse is where he's talking about what the AI must do to justify that you don't have the means to always defeat it at that point in time, which I, as someone who codes as a hobby, don't believe we have power to do that yet.

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Reply #715 Top

Having the AI surrender when it looks like you are going to win is fundamentally absurd.

There is a settings option that does that exactly called *Allows Surrender* that we check mark or not... and to illuminate everyone on my suggestion about this specific issue (as i guess, nobody can make that deduction yet) -- i just want the same decisive power DURING gameplay under certains conditions.

Clear? Scoutdog?

 

Furthermore, IF i had checked mark the option of *Allows Surrender*, i would also need another popup given to me when one AI is on the verge of surrendering to the second best AI (my worst enemy maybe!) in order to deny or approve that *simulated* hypocrisy trick stabbed in my back sort_of emotional reaction. Yet again, during gameplay. Heck, this principle could even be dropped into a Diplomatic or UP type of function.

Even clearer, everyone?

Reply #716 Top

I dislike the idea of a hard cap on weapons or defenses, though.

So am i, but there's a reason; if there's one area complex enough to give at least a fair chance to AIs against human intelligence this is the ONE.

Lemme try being clear and be patient, it may take awhile;

Beam*Shield + Missile*Point + Driver*Armor is a three layer process that enforces matchup leveling between the nature & capacity of weaponry to obtain results.

By attrition, ships come & go. Combat experience puts an edge overthere, values and quantity of components_modules puts some more overthere. Fleeting, logistics, puts advantages overthere too.

If you were to evaluate combat odds on Attack/Defense *caps*, the variety loss wouldn't compensate for a lack of supplemental assets on any given ships for a simple reason; hull sizes would stop meaning anything.

Forget engines, sensors and supports *ALSO* for (yep, again) the same simple reason; quality (or effectiveness by design rather than amounts) stops being relevant.

It's a guessing game of hit the right spot with the right stuff. Defensively, you escape destruction. Offensively, you wreck havoc.

Reply #717 Top

Hey, that's a really clever idea!

You mean this...?

A mid-game ship might have those plus a utility slot for powers. End-game ships might have 2 attack slots and/or 2 defense slots. Some might have "generic" slots that can hold any kind of module. And so on.

 

VERY appealing principle indeed. Turning harpoints into a slot might be a little tougher for AIs to determine WHAT to insert exactly on their hulls, but i like this idea (underdevelopped, incomplete -- but still vaguely familiar; Stars! anyone?) or "mechanical device" by Alfonse. Besides, everyone knows a single Colony module has a fixed size of 20, but you all have yet to put a XW_LandTank on you ships along side the "Dimensional Jump" engine!

Reply #718 Top

Quoting Sole, reply 14

Quoting Zyxpsilon,
reply 13

Zyx, edit that last part of your post. There's no need for that.
I'll stop, don't worry. He deserved it.


Doesn't matter.  This is the Internet.

I was specifically speaking of the bottom part of your post in reply #709, which comes very close to a personal attack.


Civility, on the internet? My faith in humanity has been restored! Karma get!

In other news, I am fond of this slot mechanic for module types in ship customization. If only because it discurages packing a ship with as much defense as needed and then using everything else for weapons.

Reply #719 Top

What I was talking about is NOT a system where the AI plays on after you loose. I am taking about a system in which after you win you can opt to continue the game afterword, as in: if you have won a culture victory you can move on to flip those last planets or reserch up the tech tree a bit more. In some situations (Conquest Victory springs to mind) this would be mind-numbingly boring, which is why it would be an OPTIONAL feature. It would have a small value to the player, but it would require minmal coding to do, so I think it's worth it.

Also, although I am not against tactical combat in general, I DO NOT want to see it in a TBS game. There are some things that just do not go well together, and this is one of them.

Reply #720 Top

If you put it that way, i also figure it's worth it. But let me add something important; there are exploits in the current "rules" that allow me to indirectly continue playing in some situations such as declaring war to turn off the definitive Influence win trigger after x number of turns for example -- and many other tricky steps to take while we keep everything on hold.

I want this whole "thing" expressed ON the UI by some fine-tuning & deterministic popups (designed within the code to be as less intrusive as possible and yet helpful IF i want minimal control over some of the decisions) that, in fact, allows me to identify causes & effects as it pertains to any of the AIs reasoning.

Reply #721 Top

Maybe my idea wasn't too well thought out after all.

So what. For some it works, for others it don't.

I'm not too interested in doing nerd-like game mechanics research in order to formulate a better one. I don't have the time or the patience.

Maybe if they Stardock was somehow able to shorten the micro-managing, the game could be played through the internet. That way people would acctually be presented with a challenge.

Maybe they could implement voice control the way that Tom Clancy did in End War. That is a cool feature.

It might eliminate many more cases of premature arthritis in avid gamers.

Reply #722 Top

And btw.....

Thanks for the Karma Zyx

Reply #723 Top

Hey Zyx, I see what you mean by making hundreds of triangular tiles.

Funny thing is that I googled Zyxpsilon for no reason, and then found this picture of yours.

Now that I know what your idea looks like, I can clearly see that it is a fucking awsome idea!!!!!

The other guys on this forum are just conservative Douche Bags (no offense, I'm a Douche Bag myself).

But all in all, if this was incorporated into GalCiv3, I think it would work very well.

If you didn't already post a link, I'll post it here anyways.

LINKAGE

Reply #724 Top

The other guys on this forum are just conservative Douche Bags (no offense, I'm a Douche Bag myself).

I'm neither conservative nor a douchebag.

Reply #725 Top

Let me rephrase that.....

MOST people in the world are Douche Bags.

If you're one of them, good for you.

If not, even better for you.

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