Galactic Civilizations II still sells amazingly well. Both at retail and digitally.
As a token of thanks, I was thinking of working on an update in my spare time after I turn in the book manuscript next month. Are there any small updates you guys would like to see in there? Mind you, it would be just be me. On a couple of cold weekends doing this.
Unfortunately, my previous reply was apparently the victim of the forum rollback.
Anyway, how about applying some fixes for the base game. I haven't bought the expansions since money is tight and I hate micromanaging things like spies, etc. which I understand are in the expansions.
Just last night i found my DL cds and just had to play. I dont own DA or TA. I said to myself "atleast i get to play with 2.0,should have lots of improvements and whatnot as i havnt played in a couple years" as last time i was around i was under the impression that 2.0 would be out for all games. I was sad to see its still 1.53. Is it really to much work? Or why didnt that happen anyway?Having said that, give all your love to the AI though the UI could use some love too by the sounds of it. Good ideas in this thread! Hope many can make it.Also i dont know if im the only one who feels this way but after seeing 4 years of patches for this game i believe it could go forever and i can say ill still be coming back to this game in 10 years from now. I dont care about GC3 this game still has so much potential. Ive been out of the loop forever though and by the sounds of it your doing this alone on your free time so does that mean that patching for this game is over? !!PS: After finding my disks and installing i quickly started playing only realizing 2mins later that both my cds were in front of me and not in the comp, dont know how the hell i forgot about that but Stardock is a smile.
Spring has sprung, winter has fell, the token update has gone to hell.
Before I went on hiatus, the 2.03 TA update didn't fix what I was coining "archeologists". Any planetary spies would be refunded to you when a race goes defunct, but passive spies would remain and continue to gather information levels on that race. You'd loose some spies this way.
How about 1 last espionage hug?
I could accept the idea that civ-wide spies get the axe when the civ they're in falls (they seem like they should be working in high-risk, central-command type areas), but the 'ghost spies reporting on a fallen civ' thing is definitely weird.
Yeah, they don't get on that escape pod with the sabatuers. They seem to get out their pick axes and brushes to excavate and learn from a dead civ.
I think also that the AI doesn't value it's own high-PQ low-population worlds enough. If they must have a fire sale to boost their treasury, have them sell ships or worthless planets first, not that brand-new PQ 20 colony.
Add a menu for the MP-cheat (#5 from [url=https://forums.galciv2.com/102205]here[/url]) , so even in a game with fog of war every empire can be played from turn 0 .
i.e. when the cheat is entered, a selection box should pop up, presenting a list of the (full?) empires that are currently available (i.e. haven't been wiped out) and asking you to pick one of them.
If this would be done, it'd be a nearly-complete hotseat mode ( of course, one can always think of improvements, e.g. separate ship- & template-directories for different players ; also see my reply at [url]https://forums.galciv2.com/98074/page/21/#replies[/url] ) , AND as long as it is still entered as a cheat it shouldn't interfere with Metaverse (what some people in the non-mp-thread were putting up as a possible problem) .
Bug fixes:
1. Civ-wide bonuses on normal improvements are not working.
2. Planet quality % bonuses on super projects are not working.
3. Setting an improvement to be limited to 2 per planet doesn't work.
4. If you leave civ-wide spies on a civ that gets wiped out, you can't get them back and they keep getting espionage levels on an extinct civ.
The answer to all your questions.
if multiplayer isnt possible, hotseat would be nice or play by mail
Add the ability for techs to have 2 prerequisite techs, at least in a custom (MOD) tech tree. I wouldn't think the code to check is too difficult, although the code to display might be involved.
For example, I would like to modify the Thalan tech tree to add multiple levels of adaption, in addition to the standard tech requirements.
You can code this in by editing the XML file directly via Notepad or an XML editor, but the tech tree editor itself doesn't support it. Works fine in game, but you're right, the display is inconsistent at best.
Make a "build queue" for star port.
IMO, current "build same ship until manually canceled" policy is ineffective, tiresome and counterproductive, etc, etc... (This option can be turned off, but then you have to manually set the planet to build new ship after previous has been completed (which is even more ineffective, tiresome, boring, counterproductive, etc, etc, ...))
After all ships from the queue have been built stop production.
Example. I wish to build 10 constructors and have 3 production specialized planets.
(currently) Since I have no control on how many ships will be built per planet I can end up with god knows how many (since every planet takes different number of turns to complete each it gets very hard to produce exactly 10).
(with queuing) I assign 2 planets to build 3 constructors, and one planet 4. Problem solved.
Oh, I totally agree. But it would make more sense (assuming that the constructors are going to a rally point) to have a galactic military production queue.
That way, you further simplify things for the player by handing out build assignments automatically to the colonies which are closest to the rally point, if they're capable of building one of the required ships in the time it takes the most productive planet to build say, half of what's in the queue. If they can't build anything that's in the queue in good time, they stay dormant until something is specifically assigned to them or the build queue has something quick to produce added.
This approach can be adapted for use by the AI, so they build expensive ships at their most productive planets, but will assign some of their other planets to build those if there is a big order to fill.
I suspect the kind of automation MarvinKosh decribed in response would be at least as much trouble as it was help.
The reason I agree with the quote above is that we need to be able to queue small fleets at major production worlds, e.g. three fat troop transports and two escorts.
It would only be trouble if there was an inadequate visual aid to help the human understand what's going on and fine-tune things as needed.
So for example, if there's a highlight painted on the main galactic map to show you the worlds which match the requirements for a production queue, you should be able to CTRL+click a world to add or remove it manually. Mousing over a highlighted world should give you a brief readout of why that world is producing that ship.
The computer can work out relative production times for worlds with different production capability and build item in real time, so that your small fleet will be built quicker. A human could do the same task if there were a build queue available, but will take longer to allocate the items to the right worlds. If you want to do it all yourself, then the queue manager should allow you to do that too.
Regardless of whether you go for a single queue for each starport or one for the whole galaxy or a mixture of both, you should always get a readout of how long it will be before a starport will run out of build orders, so that you can queue up more things if you want.
Beg pardon for the not-small-update digression, but what you type about here reminds me of a dwindling hope I've had for Elemental, namely a sort of Map Room UI that let you leave the main map for a context where you could work with a whole collection of maps, some automatically generated and others you customize yourself. So, for example, in an Immense game, you might have a canned map schema that targeted your strongest manufacturing worlds, which in late game could cover a large part of the galaxy. A custom map could also be manufacturing-focused, but limited to a particular frontier/border area rather than your entire empire. Et cetera, et cetera.
Now that the cold winter weekends are over, do we have any update on this?
Um...this would be amazing?
How big would these tweaks be?
1: Somewhere, explain the creation of custom ship styles. The system right now is very vague.
2: Fix the alignment issues with lots of ship components. this would make a HUGE difference, as lots of great hulls and components have really weird alignment or symmetry issues with their components that make it hard to use them well.
I would like the actual ship models size differences between ship size classes in combat viewer to be greater. Nothing kills the epic battle atmosphere more than deploying your new massive hulled capital ship with many times the cost, firepower and crew compared to smaller size, only to find it only twice the lenght of the smaller sized hulls at most, or seeing large-hulled capship occupy the same 3D space as three-four tiny sized fighters. It really looks lame.. Tiny-sized fighers should be many-many times smaller than large or massive capships.
Sounds great! I have four minor requests:
1) Allow us to embargo minor civs
2) Allow us to trade with minor civs for resource starbases (so you don't have to go to war with them, which they can't possibly win, over some resource starbase)
3) It may be just my specifications, but one of the Terran ship models (I think it's the model called "Corvette") only has two exhaust trails behind when it should have three (in battle view). Simply engage in battle with the stock model to see what I mean (though you must have seen it before anyhow).
4) One of the Yor movies has missing frames resulting in jerky animation.
Also, the four bugfixes suggested by Quaternus above.
Many thanks for the awesome game!
You guys realize frogboy is too busy making elemental to get this stuff even considered, right? Just stop posting until we hear from Mr.Green.
I think not. Look, the latest "patch" has catastrophic problems. It locks up in the trade screens, and locks up in the "event" (econ boom, etc) screens. The icons still need to be fixed. The tech trees still need to be fixed. The planetary governor is only half-fixed.
It falls on us as customers to provide the developer with feedback. Therefore, the posts will continue.
Exactly this. Otherwise this thread could have easily been locked by the OP.
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