I think the tile is discriptive enough.[e digicons]:annoyed:[/e]
But for those of you who like to be specific[e digicons]:rolleyes:[/e] ....
What new features do you want to see in Gal Civ 3?[e digicons]:ninja:[/e]
Is there something that you want to see from Gal Civ 1 or Gal Civ 2, only you want it to be better?[e digicons]:inlove:[/e]
Do you want it to have Real-Time, Control Your Warships, Space Battles?[e digicons]:smitten:[/e]
Etc.....
So please respond.[e digicons]:thumbsup:[/e]
ROCK ON!!![e digicons]B)[/e]
pay grades=rank
as for the cost of refits are they going to charge the crew for the repiars. maybe the ferengi do but then they are probable getting huge pay benefits for the mission that they are on.
Here's hoping I can prune out the Trek econ digression I started.
First, it's fiction worked by huge numbers of people for almost my entire life. Expecting strict consistency is ludicrous.
But long-term patterns can justify some general basic impressions. From the wiki on UFP economics: "On Earth, war and poverty have been eliminated. Individuals strive for self-betterment rather than fiscal remuneration. This condition probably doesn’t extend to the outer reaches of the Federation or other powers with similar levels of technology, where substances such as latinum are used as currency on a somewhat ad hoc basis, and for the purpose of trade with other cultures, although there have been persistent references to a "credit" unit of currency used at least occasionally in the Federation."
In other words, in very 'primitive' real societies and 'sophisticated' fictional ones like the later UFP, rank is a matter of status and respect while paygrades are a matter of remuneration. You do not need the later to earn the former.
I will say this if you are assigned to a ship that isn't going to get normal leave for five years. You expect to get paid while you are on said ship but when you retire or change ships then you would probable expect to get paid. Thus when you are board ship and you buy something personal such as a roll of cloth you would tell the merchant to charge it to you in the name of the ship you are on. This being taken out of your final pay down the line.
I think it's irrelevant what an individual gets paid as it regards GC though, since there are no individuals. We are looking at macro economics. The question would be how to address this within the context of a game. Trade could be handled internally, where an algorithm determines a fluctuating trade level based on the size, development and trade goods available within a civ. Alternatively, the player could physically have to send trade ships from one planet to another in order to develop the trade. Personally, I prefer the first option: less having to micromanage my empire.
I think it would depend on what kind of society you have.
The whole capitlism vs socialism thingy.
That's straining waaaayyyy TOO off-topic for my taste.
You want reality in a game, don't spend BCs for spaceships and introduce currency to purchase research beakers from Drengin or Korx.
Sliders are as good as they will ever get.
i was just responding to the post before mine. in capitlism the government has little control of the economy. in socialism the government has almost all control over it.
I will now contradict you Grathocke.
I like to do lots of micromanaging. It is annoying, but I like to do it because it adds more depth to the game.
Take the Total War series, that's the kind of micromanaging that I like. You have full control of your economy. You have a decent amount of control over your troops. Etc, etc, etc. But, it is at times too much to handle.
So yes, there should be a more general micromanaging system. Where from a single screen you can control every single aspect of your empire, only needing to intervene first hand when the need arises.
From one screen you should be able to access the diplo, social, military, etc. screens. The social screen in most aspects can stay as is, but it should have some sort of pop-up planet viewer panel that gives you a mini snapshot of the planets surface, eliminating the need for you to click on every single planet name in order to find the one that you are looking for. The pop-up should only appear however if you drag your cursor over a certain tab. When your cursor is right above that tab the mini display will appear. If it is the planet that you are looking for, you will then click on that tab, and it will show you the full view of the planet. Planets should be shown as an orb that you can rotate in GalCiv3, rather than the same old 2D overhead view we've had for the past while now.
The military screen should look like the social screen, except for the fact that it only shows you planets with starports. This screen should have a permanent mini viewer that shows you a picture of the ship that the planet is building. This screen should also let you prioritize which ships should be built before others. It should let you divert resources from one planet to another to speed up ship building on the planet where the resources are being transported to.
I don't know if there is such a thing in TA, so please enlighten me. Is there such a thing as a Lease Screen? One that lets you see all of the ships and buildings that you have leased? Because if not, then there should be such a thing and it should give you the ability to pay of your debts whenever you want.
Finally.
I have written something coherent after such a long time of me writing near mono-syllabic responses.
Till someone responds to this........
ROCK ON!!!!!
And keep this post going please. Because it looks to me as though it's slowing down.
Don't let it die yet!!! We need to go for 2000 replies!!!!! Think!!! Use that walnut shaped thing that is in your heads (Kidding)!!!!!
I've played TW for years as well. And I'm not saying I don't want micromanagement, although after re-reading my post I can understand you might think so. I just don't want more micromanagement as far as trade goes. Lets face it. You send a trade ship off. Sometime in the far distant future you find out what it was worth to send it to x planet. But you don't know if it would have been better to send it to y planet. Why would I want to micromanage something I don't even have data on?
I would also like to see the one-screen view. I would also like to see a mini-map of the galaxy so I know where the planet is. I almost always play on Gigantic maps and it gets confusing after awhile trying to remember where planets are when trying to decide what to build.
TA does have a lease/maintenance screen, and I would think they will continue with that. I can't remember offhand if you can pay from that screen, but I think you can.
Point taken Grathocke.
But then again, I'm a control freak when it comes down to managing stuff in games.
I would like to be in control of most aspects of the game. And if I'm not in charge of something that I think is important I take a bitch mint.
In other words I spaz. And the term "Take a bitch mint!" comes from my girlfriend seeing a package of mints labeled "Bitch Mints" in a souvenier store up in Ketchikan Alaska. We took a cruise there. Nothing special really. Just your regular old rustic fishing village.
I was surprised that the dock could support an entire cruise liner, let alone two. I mean honestly, where'd they get the resources for that. The cruise company probablly built it. Tourism is probablly the only thing keeping the town alive.
Sorry about this nice little tangent I went off on.
But that's really all I have to say about my megalomanic micromanaging.
Which brings up something I *would* like - a built in ability to configure screen information via xml.
The system used in Galactic Civilizations II is great in that it's very customizable, and frustrating, in that it . . . . almost . . . . brings customizable screens within reach of an end user.
but, for me at least, not quite within reach.
Which is frustrating because there are a lot of understandable decisions that aren't quite right for me. There are screens I consistently have to flip from one screen to another with - most recent example, I have five spies - but I have to set F4 to the espionage tab, F5 to the reports tab, and flip back and forth in order to verify who I have very low, low, medium, high, and advanced intel analysis on. Thats . . . kind of a problem, when operating against AI's that will never need to remember what screen the info they need is on.
The same thing is true of a lot of other info - I can see specific statistical info for any rival on the F5, but my *own* statistical data is on the F6 'Stats' tab. It's *not* 'stupid' - there's a definite logical sense to it. But it makes it difficult for me to compare stuff unless I want to write it down or something similar.
Now there's two ways to handle this - one is they can do the same sytem they used before, but with additional documentation about how to pull information into it so that changes can be more than cosmetic, maybe with an additional modding structure so you can play 'official' games with modified dxpack files while leaving unaltered one in place or something similar so multiple accounts on a PC.
The other (and the one I would frankly prefer) would be to setup an internal system for manipulating and presenting data - XML. XHTML, SVG, maybe even a javascript system, but some for of generic internal datamanipulation system with sufficient access people can write their own code to present the data they want on the screen. Literally a report writing system, maybe with an embedded browser engine to interperet the results and so on.
Either would do - I prefer the latter because it would enable me to not have to learn an indepth system that only applies to GC:III, but I would happily take either one if it meant I can see what the drengins military multiplier is in a place that's convenient for me.
Jonnan
Ahhhh, almost makes you want to be Borg! Almost. Do Borg play games? [e digicons]:borg:[/e]
I suppose that the collective miiight do things with its drones to keep itself occupied (EDIT: Whoa! THAT came out wrong!!!), but the Borg are supposed to be non-emotional and the individual drones do not care, so I guess the answer is "no". As for the screen modding: Would be a HUUUGE help!!! I operate on a shoestring budget, so actually getting Desktop X is simply not an option, and it looks like I am going to have to have somebody else do the UI for my metroid mod..... down with the DXPacks!!!!
actually i would think that as the borg figuare out new tech to combat new enemies, that might be considered play
My only true wish for Gal civ 3 would be a semi real-time gameplay with lots of Auto-pause options.
-pause when :
. a week as passed
. Encounter a new race
. A building is constructed
. a ennemy ship is spoted
. ect.
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For the other suggestion :
I dont think that tiles based movement is what make Gac Civ so good. But I do think that the oportunity to take one hours the calculate my next move is essential. after all The AI can do it in a fraction of a second so its only faire that we could do it. That was the flaw to Sin of a solar empire You could not even pause the game to read the info of the tech tree.
Also, to correct the gal civ flaw of 'weird' time line, different action could now take more time to acomplish thus allowing re-enforcment to arrived and change the outcome.
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Traveling in space could be less straitfoward and 'take into acount' gravitational field making flight plan more sinusoidal. Than with better tech, faster but also straiter route could be developed.
a more "rock paper sisor" for spaceship size and weapon vs defence.
Wormholes that actualy travel into a new small pocket univers
An option to set the fleet Vs fleet combat system:
a) All ship target the biggest treat until it dies than target next ship (as is already)
b) Randomize target each round so damage is spread thought the fleet
c) Randomize after a kill so once a ship engage a target, it stick to it until it's destroyed
d) Randomize each Gun. So one ship with 12 gun could fight 4 ship at once.
of course some of those option are not optimal but would give a more realistic feel without having to micromanage each battle since GalCiv is not a RTS but a Civ game.
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slower death by starvation.
anyone noticed that before invation a planet with 12G population you juste have to send one spy on the farm and Bang, next week, 4G just die?
Sorry for the spelling, Im not that good in english and I'm in a rush...
ABSOLUTELY NO REAL-TIME!!! Even with pauses (which defeats the original purpose or real-time, anyway) things would get far too hectic far too quickly.
Like the other ideas, though.
[e digicons]:yes:[/e] Although you can rewrite (or pick data & values from the assigned functions already slotted by the executable in reserved sections of specific screens... etc) any of the current dxPack files as you wish, python driven assets would make it easier though for some of us. The unused tab of "alternate tasks" in X-Worlds for example cannot be implemented without some code alteration as it needs stack space in memory to allocate procedural calls.
Let me translate it in terms of a consensus already reached by some of us; Tactical combat.
I don't think he is talking about full tactical so much as a series of directives you can use from the start to "program" the combat AI. The battle would still go on "automatically", but ships would behave in a user-determined way. I actually wrote a post about it a while back, let me see if I can find it........
Here it is: https://forums.galciv2.com/328231/page/31/#2103874
What I meen by an 'option to set the fleet Vs Fleet combat system' is not a pop up every fight. it's a fix option for the entire game just as when you set low research rate or many anomaly. You would set this up for the whole map.
Fight should always be automatic. Else It could become to easy to destroy a toop transport even when escorted by 8 other defenders.
Now if you could please link that Scout.
And second, I like the "every time a battle pops up, choose how your ships will fight it" idea better.
Just saying...
Then you're playing with a complex enough simulation that doesn't allow you decide how to defend OR attack. In pure tactical terms, the AI outwits you and you can't do anything but watch its fleet decide the combat outcome and odds for & against. Meaning, they can algorithmicly cheat using a determistic strategy without your better knowledge over any given battle ruleset.
Linking. Look at the OP.
Heres what I would like to see in GC3..and 2 for that matter. A Stable game that doenst crash repeatedly or leak memory like a SOAB.
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