I had three complaints from GalCiv2: multiplayer, no campaign, and ship building. Oh and maybe that it wasn't on Steam. I love Steam.
I am very excited to hear that there will be awesome online multiplayer AND a campaign. Also, excited that Stardock has been on Steam for awhile now. But I haven't seen any information on ship building.
Sooo, I understand many people like ship building and by no means do I want it taken out completely, but I personally don't have the time or patience to sit there and build and upgrade ship designs with each incremental technology researched. I kind of prefer the Civilization approach with set units that get unlocked with certain technology combinations.Ideally, GalCiv3 will have preset units that can be built, with the option to upgrade them via shipbuilder, as well as construct new ships via the ship builder, IMHO.Surely I am not the only one who finds ship building tedious? Maybe I am just missing something...
GalCiv 2 had preset builds as well, and you could always upgrade them if I remember right.
Personally I loved ship building, never found it tedious at all. I'm hoping for a offline/in-game menu editor so that you can build designs for multiplayer without the need of forcing someone to wait while you design your ship.
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Are you sure you aren't getting GalCiv 2 mixed with Sins of a Solar Empire? Galactic Civilizations series has a huge campaign. Can understand the other two issues though.
You know what? I think you might be right. I haven't played in a few years. I think I might be mixing up a few 4X games in my head, hehe.
I am getting old.
I think I get what you mean about ship building getting being tedious. The first time you make a ship it's fun. When you have to redesign a ship to deal with a new threat or a new problem, that is also fun. When you have to go through and replace all your type 3 lasers with type 4 lasers only to replace them all again 5 terns latter without them ever evening have been used. That is the tedium.
You could fix that maybe with an auto upgrade feature that keeps your ships up to date with the latest versions of each component. You could also take out a lot +1 components. Like just have lasers and deathrays, but no lasers 2 or deathray 2. You whould still keep the techs like lasers 2, only they would upgrade the base component rather then giving you a new one.
I personally thought that the shipbuilding aspect was one of my favorite parts of the game. Thankfully the process of actually constructing the ship and adding components was completely optional in GalCiv2. My expectation is that it'll be the same for GalCiv3.
You're missing something. Ship designing is one of the 'one of a kind' features that made galciv2 a classic.
As has already been stated, GalCiv 2 had a campaign. Also, if you don't like shipbuilding, in TotA exists the option of letting the AI design ships for you. It was added in a later patch. 2.0 I believe.
The best thing about building your own ships in galciv2 was that it saved your designs for later use in other games.
I do remember that. That is a feature I love.
GC2 since Dread Lords had default ship designs that unlocked once you researched the techs required. The ship designing aspect was one of my favorite things to do in GC2. Though as of TotA you can chose to let the AI "auto upgrade" your designs for you.
I would hope that SD keeps this mechanic in GC3 (plus the option to auto upgrade). I couldn't say much on ways to improve upon it, because i cant really think of anything.
Since i am all psyched about GC3 i am gonna play me some GC2
I agree that ship designing can be tedious. It can be fun to make new designs, but I do not like redesigning my ship to do something like replace lasers 2 with lasers 3 every time I teched up. I prefer to let the AI to automatically handle that stuff. What I would like to do is control where the AI should to mount stuff on my designs and have better control over the kinds of stuff it does. For instance, put an x amount of beam weapons (lets say 10 guns, the best I got), use one of these modules (like a specific atlas module), install an engine that uses no more than x amount of space, etc. I would also like it to design new ships when I tell it to, instead of waiting until I tech up with something new.I would very much like it to have the appearance and functionality of a ship to be kept separate. I don't like mounting every gun and piece of defense (which could be a dozen per upgrade, possibly more) every time I need to redesign a ship. I would very much favor some sort of system that would let me add a number of modules with needing them to placed on the ship (like using a slider). I don't want to worry about randomly placing things that makes my ships look asymmetrical.
Ideas:-Maybe being able to set some designs to only last the current game, while setting others to be kept around for future games.-Maybe set some designs to be part of a generation of ships. When you get the technologies for the next step up, it will automatically obsolete the old design and use the new design. You could configure this during ship designing or some time later.-Maybe you could import ships instead of automatically getting everything. You can pick and choose what is currently useful (and even un-obsoleting obsolete ships).
I simply created base models and then used those when available and named 'em something else. There are options in the shipyard UI to view only "active" designs or some such.
Took care of the clutter completely. It's very easy to use.
I like the shipbuilding part of the game. Automatically upgrading as new weapons become available can get expensive and economy plays a significant part in GalCiv. I can leave older weapons on ships as long as they're still useful.
The ships also don't need to stop and upgrade for x turns, depending on their location. This is particularly important when a mixed fleet has to be in a particular area at a specific time or if you're playing cat and mouse with a superior fleet.
That being said, it would be fine as an option.
Auto upgrades is a good example on how streamlining the game very quickly can make it poorer strategically and immersion wise.
Upgrading needs to 1) cost money (ressources) 2) Cost time 3) set you at a risk (ships being fragile while under upgrade).
Auto upgrades would kill all these elements of strategical choices. Planing arround upgrading would be totally not needed.
I find upgrading ships costs money and time is realistic. It takes time and money to put new systems into a vessel and that systems won't come out of nowhere, they have to be produced. And while in shipyard, a battle ship is nothing more than so much tons of dead metal, an easy target for every one.
For myself, I re-designed my ships quite often. Either to redegisgn it to match a new thread or simply because a newer tech grade gives more room on your ship and I wanted them as effective as possible, So after a new tech level (sometimes, not every time) you gain some free space that you can put something userful into (additional shield generator, armor, some other gimmick).
I couldn't refit all ships of course (that's too expensive), but I always wanted new ships be as optimized as can be.
To prevent your ship from being easily killed while refitting, I'd propose a shipyard orbiting a planet (and its defenses). This under refit won't help defending the planet, but an attacker had to crack the planets defenses to take out your ship as well.
If you wanna keep a design for re-use save it as a template with or without components and if you dont want to replace everything there a box to untick in the options menu that keeps components on the designs when you go to upgrade them.
I suggest those that are returning to GC2 actually play it before they repost here as their asking for features that GC2 already has.
This isn't really the same thing I am asking for.
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