Barnacle Bill

Barnacle Bill

Joined Member # 311319
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With any of these suggestions its a large diversion from the path they set out on though, and I'm doubtful SD will make the change out of fear of what the 'purists' will say. I think we can blame MoO3 for creating those nutso purists in the first place I think I'm missing the connection between

35 Replies 16,878 Views

You also forget Spaceward HO. I never actually played that one. The cowboy theme (Stetson's on colonized planets, etc...) put me off. From the reviews I read, it seemed sortof related to Stellar Conquest, but perhaps even simpler. <TABLE cellpadding=8 width="95%" align=center bgColor=#FF

35 Replies 16,878 Views

I still don't think SD needs to add in tac combat for any of their GC titles, but I think that they should take another look at the tradeoff between the free movement system, and a warp lane type system. Honestly I think the AI would be that much stronger as well if they moved to a more restricted system.

35 Replies 16,878 Views

would love to see some elements from starfire in a PC game, that tactical system was really nice I thought, simple, yet detailed enough to provide many different options. The tactical system in SEIII was obviously based on Starfire, although greatly simplified and played out in a tiny sandbox (the idea of getting "cornered" in a space battle i

35 Replies 16,878 Views

Some form of planetary conquest wherein population are not interchangable with troops, the original population of the planet is not destroyed but rather retains its identity and has to be garrisoned to maintain control. Honestly, the way it is now really kills my enjoyment of the game. Briefly, I see several ways to fix it... 1) Eliminate the troop transports & ground combat (perhaps as a game setup option so those who like it as it is st

71 Replies 29,726 Views

I kinda feel sorry for the MOO/MOO2 fans as they clearly want more of the same and MOO3 seems not to have hit the spot. I don't know whether anyone is making a MOO4 but it seems that a significant number of the fans see this game as the backbone to "MOO4" and hence request features they want to turn Gal Civ II into that game, so

35 Replies 16,878 Views

Oh god no, please. Tactical combat, the way most games have it designed is not tactical at all. Space Empires 4 for example. The player with the faster ship wins unscathed, namely because it's one of the "my turn/your turn" set-ups. All I have to do is end my ship's turn one square out of range of the enemy. <br/

35 Replies 16,878 Views

He's right, though. If you can't do anything with them at all, there is no point to having them. Getting in the old way back machine, the granddaddy of the all Stellar Conquest only told you the usable planets. They had orbit numbers with gaps that indicated the existance of other, unuable, planets. The unusable ones just didn't show up. I'm not all that sure putting the usable ones on the map is the best solution, either. Maybe more

3 Replies 2,387 Views

I've had the game about a week, and I like a lot of things about it. Actually, I was having a great time, right up until I decided to launch a war of aggression. However, I'm very disappointed by how ground combat has been implimented - specifically that it uses population for soldiers. I mean, in WWII the Germans didn't send 10's of millions of men, women & children into France to fight to the death against the 10's of millions of French men, women

0 Replies 2,229 Views

>I'm not that knowledgable about EU. How are minor players different than major ones? Technically there is not a lot of difference. When you start a scenario you have a choice of up to 8 countries which are by default the ones the scenario designer intended to be playable, but in EU2 you can change the one you pick into any other country in the game. However, the AI script for each country tells it whether it will colonize and if so, where. Under human control, of course, you can co

19 Replies 531 Views

I have no interest in WindowBlinds and WebBlinds, though, just in GalCiv. So, any time I'm not running GalCiv I don't want these (to me) useless programs running in the background consuming system resources. What if every game developer put something like that in when you installed their game? That has to go!

19 Replies 296 Views

Where graphics can get in the way is customization and modding. In Civ2, I changed a lot of the unit graphics to suit my own tastes, converted stock units that I didn't like (or didn't want as much as my new ones, given the limited available unit slots) into units that I wanted in the game, etc... When you can do that with "Paint", it is pretty easy even if you are no great artist (cut & paste, changing colors, mirroring, tricks like that). When you need professional 3D animation software, mo

27 Replies 370 Views

On boot, I always get an "illegal operation" crash of Mcpserver. About 1/2 the times I get one on Smartex. Frankly, I don't want this stuff running every time I boot, even if it wasn't crashing, as they would be tying up system resources to no purpose. If it is stuff I need to run with the Drengin game manager and/or GalCiv, then it should be launched then and closed out when they close out. How do I disable their launch during the boot process? I had a lot of trouble gettin

19 Replies 296 Views

Look at how they did it in SEIV... There, it is a "known planets" list but has filters like: Enemy planets Colonizable Colonizable-breathable (in SEIV, you can colonize places you can't breath via domes, but it greatly reduces the max population & facilities you can have there) Colony ship on the way (useful when it takes several turns in route, to keep from forgetting that last game session three days ago you alread

3 Replies 197 Views

I started a new game after upgrading to Beta 1D - still the largest galaxy, all AI's set to average. Need some sort of help for the various screen options. Need some way to look at what the various things you can build are before you commit to building them. However, it seems like you can switch production back & forth without losing any accumulated progress on the item so maybe this does not matter. Not very realistic that way, though - 2 months from finishing a you decide t

3 Replies 197 Views

Another suggestion - in addition to EU-style diplomacy with minors, another place to mine for ideas is Imperialism. What I'm thinking is adding in some of the functions whereby you could peacefully take over minor countries in that game through economic imperialism, subsidies to their governments, etc... You can do this in EU through diplomatic annexation, but it has a different feel in Imperialism than in EU. I think this would apply for minors who are behind the galactic average in technolo

19 Replies 531 Views

To me, the ideal to shoot for (or mine for ideas) would be the diplomatic system in EUII. There are only 8 "players", i.e. major powers, but over 200 independent states are possible (a ratio of about 1 possible independent state per land province, for which you could translate "system" in a space game). Many are 1 province states with no interest in colonization, but they have wars and alliances and otherwise fully interact diplomatically with each other and with the "players".

19 Replies 531 Views

Another thing you might want to look at to insure it doesn't turn into isolation is the routine for generating the galaxy. If the bulk of the stars with colonizable planets are part of a "galactic main" in which every star is "x" or less from its nearest neighbor(s) in the "galactic main", all player homeworlds are in the "galactic main", and "x" is the starting ship range, you would not have a problem. Even at beginning tech, all the players could reach at least one other race simply via expa

10 Replies 202 Views

Sounds like more an issue of tweaking the ranges and tech costs that grant them. The range limitation should not stop your expansion, just localize it and possibly channel it. Normally in this sort of game, expansion stops when you reach the edge of the other races' expansion. Then in mid-game you either stay home to exploit your holdings & build up for the endgame wars (or to pursue some non-military victory condition) or launch a "Crispy Critter" attack on your nearest neighbor (or defend a

10 Replies 202 Views

Yes, it is pretty early in the game, but I've colonized a couple of planets already. I'm actually in the biggest possible galaxy, but ran into the neighbors before I could either talk to or shoot at them:) I've found a couple of colony worlds of the Drengin (cute - naming the "evil" race after your on-line network - is that an editorial?). I set all the AI's to "average". I think what I'd like to see is all the stars on the galaxy map with their color codes for spectral type

10 Replies 202 Views

First off, I'll say that I've played & loved this genre since before it moved to computers (all the way back to Metagaming's "Stellar Conquest", or even SPI's "Starforce Alpha Centauri", if that counts). I've pretty much played 'em all, as long as it was a board game, on C64 or on the PC (no Mac-only, Amiga-only or OS2-only titles on my resume, though). So, please take this as constructive criticism. I want lots of successful space 4Xers to enjoy! Now to the bad news... the game is j

10 Replies 202 Views