never play Metaverse games [color="#FFFF00"][/color]With all due respect, maybe I misunderstood what the medals at the bottom of many people's posts represent. I thought those were the result of playing Metaverse games. Where, in fact, do they come from?
jimmyb2
I know this has been talked about many times, but I cannot resist bringing it up again when given this kind of opportunity. I believe the overall best improvement for fleet battles is to make them 'real time', turn-based 'tactical', or some other form in which the player totally controls his own ships during combat. I do not like the way the computer fights for me. I would like to be able to decide which of my ships attacks which enemy sh
I do not wish to insult u but if this is true, u r sad, very, very sad. Meglobob, if you "do not wish to", then why do you? I, too, like the idea!
Please... for god's sake.. tell me you aren't a native english speaker?? because if you are, someone should just put you out of our misery already. If you aren't then write in your native language. Your english is horrible. It might be a good idea to go back to the coaching you do. It is pretty clear
The option (at each fleet battle) to choose 'auto resolve' or 'tactical' combat. The tactical combat could be turn based or some other method where instructions could be given to my ships ahead of the battle, then play it out. I would actually prefer 'real time' combat instead of the 'tactical' combat, but would settle for whichever is easiest to implement.
In my own defense, bear in mind that I was responding to someone who said the AI is "broken" and that their "12 year old nephew" could "pown" it. Since I wrote the AI, I tend to take such comments personally. What can I say, I'm human. I understand, Frogboy! <TABLE cellpadding=8 wi
Oh please, I'm sure your 12 year old nephew is creaming it at the highest difficulty level? Good grief. It's comments like these that make me want to not work on the AI at all. Because I find the AI plenty challenging even with the first-strike advantage even on "Tough". So maybe you and your 12 year old nephew should put your
Please improve the fleet combat system so that the player has full control of his ships during the combat sequences. "Real time" would be the best, but if there is another method that gives the player full control it might be acceptable. Thanks for a great game.
NO RTS!! I can play other games for that. I LIKE it now. TyrGodOfWar, I am not suggesting to turn the game into an RTS ... only 'real time' fleet combat screen. I like GalCiv as a turn based strategy game. If there is some method (other than 'real time') of combat where the player controls his own ships during fleet combat it might satisfy
By tactical combat, we mean the ability to direct the the battle ship by ship. just like chess. Thanks, Frookie! If that could be implemented it might give me some of the abilities I am hoping for in future fleet combat sequences. <TD class
the one I "forgot" on purpose is the same as 1st case without opponents => changes nothing to the results {sorry about my original poor color choice) With all due respect, it actually does change the result. In your "1st case without opponents" the player wins; while in the one you " 'forgot' on purpose" the computer wins and
One could picture a ship that fires an ion canon that damages an opponents targeting computer which makes their ability to hit decreased. Another ship that fires a weapon that damages the manuevering thrusters of another ship which slows down their combat speed. Another ship that has a mega canon that can only be fired once every 3 cycles and so forth. Man, thats ta
BoogieBac, please read Lintman's post (#5) above. If Cari's changes fix that then she has fixed the right thing. There is also another bug I forgot to mention in my above post. This problem may be difficult to notice if you use speakers for the sound, but is EASY to notice if you use headphones as I do. This has been a problem since day 1, and continues with the latest v1.11. When you load a saved game the volume seems to go to maximum or thereabouts. It does NOT return to the v
Thank you for a great game. I don't know about other players, but it is not auto-focus that creates problems for me ... it is auto-selection of the next ship. I would like to see an option to turn auto-selection on or off which you said you could do ... please do! Regarding bugs, I have a saved game (v1.11) that was saved at a point when the only action left was to click on the turn button which was green at the time. When I load that saved game and click on the turn
You don't find those difficulty levels, but it shouldn't be hard to figure out that if he says he's playing genius, that he means computer players set on genius. And that would mean he's playing at crippling level, in case you were wondering Thank you, torfbolt. As difficult as it may be to believe, I had no idea that the level for each compu
I am not sure I like the new Fleet Combat they are talking about. It does not FEEL right that ships that are already killed (which won't be shown until the round is finished) are allowed to fire at (and maybe kill) me. There SHOULD be an advantage to attacking (as in the real world), but I have to admit that the present method seems like too much of an advantage. I think this would be balanced out if the battles were in real time, and then the result would more closely match the real world.
I think this is a great game; however ... I would like to see the Fleet Combat changed to allow me to choose the order in which my ships fire, and the order in which I attack the enemy ships. I don't like the AI deciding how I attack. Display two lists (mine and enemy) of the ships with their attack, defense, hit points, etc. and allow me to select the order in which my ships fire upon the enemy. Also, allow me to select the order of enemy ships to attack (which one to
Justas5, wondering what difficulty level you played was the last thing I was thinking about until I read the last sentence of your post. Where do you find "Intelligent" and "Genius" difficulty levels? I am using ver. 1.11, and I find 12 difficulty levels ranging from "Cakewalk" up to "Suicidal". I also had noticed the increased difficulty, nearing impossible, in influencing the AI to war, etc.
That is a very impressive change list and very much appreciated. I just downloaded the stand alone upgrade ... a couple of observations: 1. On download page it says that my serial number would be needed to download. I was NOT logged in yet it did not ask me for my serial number. It simply began the download after clicking the "Download" button. 2. The file downloaded was named "GalCiv2_110_BonusPacK_042506.exe". I was expec
Overall, I am really enjoying this game, but I too have some of the previously posted bugs which are very annoying when they occur. I am running Ver. 1.0X, and I did not notice these bugs before I upgraded. So far I have been playing the campaign, and don't know if these would appear in a "sand box" game. 1). Multiple ships remaining selected ... especially if I have just disbanded a fleet and moved one of the ships away. It remains selected as well as one or more of the others
Although I think GalCivII is a great game I too am having some problems. I have occasional CTD events when I try to save while playing the campaign. They occur about 1 out of every 5 save attempts. I have sent, via email to [email protected], the debug.err files along with the save it crashed on and the previous save. This was sent Feb. 27, but I have not received any reply. If you are truly backed up that much then I can wait my turn as the game is playable, but I thought maybe it did n