1kingbarton

Any Ideas for Galciv III?

Any Ideas for Galciv III?

Think creative

Even though the makers of Galciv may not see this or take ideas, but I was just wondering of everyone elses Ideas, I'll also post Ideas for the game, but as this is happening, whats the krynn do in the Twilight of the Arnor campaing, you don't need to answer if you don't want to. Now, how bout the ideas?

93,362 views 35 replies
Reply #26 Top

DANG IT, I made a reply, and its gone, it was nearly 2 galciv2 website pages of typeing! This is hard work, and a bummer.

Reply #27 Top

The ability to preview a modded tech tree before going in-game.  I've lost count of the number of times I have grouped techs together and then found that they're not in a straightforward left-to-right order as you would expect.  Exit game, re-arrange, jump back in, hope that they're in some kind of sensible order.  It's annoying!

Reply #28 Top

True, but getting the great map you wanted without the tech tree, now thats horrible. And if I played a metaverse game, I would play as the Drath with alot of allies, or just 2 allies with many enemies, then we will know who will win, with that diplomacy, its very effective. You get any weapon you want from a race, any tech you want from a race, any planet and/or ship you want. Drath is invincible! Anyone play edgeworld?

Reply #29 Top

Honestly I'd like a reduction in number of starbases, but increase in their power.  Perhaps to a point where they could become small colonies themselves!

Also additional colonization options along with new initial colony options (Where u can upgrade the initial colony to something else in later game).  For example instead of building a tech capital, why not have the option of upgrading the colony building into a tech capital? 

Finally do something with engines... Seem not so useful in most cases.  And add other core systems maybe, like targeting systems, and advanced defense systems that have strange stats like +1 shields +2 anti missile module.  Lastly more misc modules, like a repair module that repairs ships something like 1 hp a turn.  And maybe a training module that increases ship XP gain...

Reply #30 Top

I posted this elsewhere and got told it'll never happen in GalCiv2 soooo:   :grin:

  • Salvage - fleet battles sometimes* leave behind anomalies that can be harvested for bc (and sometimes even technology that was used by the destroyed ships?)

* = where "sometimes" is proportional to the size of the battle.

 

Reply #31 Top

@ Astax:

Actually, I think it may be possible to mod your initial colony upgrade idea into GalCiv2 (though it would still be interesting in GalCiv3).  In fact, that's on my list of things to do anyway.  But, we'll see.

Reply #32 Top

Yes, you can have upgrade options for the colony tile.  Just make sure that it has the same boxes checked as the Colony improvement though - you wouldn't want to be able to, for example, destroy the upgraded colony.

Reply #33 Top

I'm already out of ideas, but, if anyone wants to make a post to where you give karma (to who responds and give it around) in just a single post, do it, I want lotsa karma, only cause I got one cause someone thought I was crazy, he never responded why.

Reply #34 Top

Um you know the whole point of karma is to give it only for useful posts.  If you just dish it out like lollies, it loses it credibility.

Reply #35 Top

I know, i was just seeing if anyone would fall for it.