Eric Furman

Eric Furman

Joined Member # 2753478
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[quote who="NitroX infinity" reply="85" id="2534505"]All I got to say is: Imperium Galactica II A game from 1999 and it did a whole bunch of things better than any other space-based strategy game (including GalCiv2); fleet combat, invasions/ground combat, colonies, planetary defenses, espionage, diplomacy, gridless map, to name a few. Please, go play IGII before you even start coding GalCiv3! I'd also like to see the possibility to play real time, s

132 Replies 367,455 Views

[quote who="Krsont" reply="60" id="2481814"]1. Change the way the techs work. At the moment it feels like 90% of techs have an effect that just adds some arbitrary percentage to a score/attribute, so it feels more like a grind and less like finding a cool new thing. No more "+10% fertility" or "slightly better laser gun" technologies. Have them do things that are distinct, interesting, and have a clear effect on the game.[/quote] Bad idea. Keep it the way it is.

132 Replies 367,455 Views

The option of zero size components. I can't get any of the mods that use this to work in my own custom mods. RTS? NO NO NO. Many of us specifically play this game BECAUSE it is not RTS. Many of us DESPISE RTS. Completely new game?! Are you guys nuts? MoO already tried that with MoO3. Did you see how well that worked? If you want to play a different game then go and play a different game and not GalCiv. I'll say it again. Carriers. Large ships that carry tiny ships into

132 Replies 367,455 Views

[quote who="djopie" reply="20" id="2370997"] Quoting charon2112, reply 19 To the people that want detailed, tactical combat, just...no. This is not that kind of game. Noone complains that you can't target a barbarians arm or head in the Civ games. As the leader of a huge civilization, you shouldn't have to deal with that, that's for your ships captains. There's a really easy solution to this that Mast

132 Replies 367,455 Views

[quote who="WIllythemailboy" reply="48" id="2406827"]In games for score, you'd still be wasting points. I have my production set up so that ships take a specific number of turns to make, so adjusting the sliders would throw that off. A tiny hull and a constructor module cost exactly 95 mp, so I would aim for planets to put out exactly 95, 48, or 32 mp, depending on whether I want to get a constructor every turn, every other turn, or every third turn. A tiny hull MSBA-fodder ship costs exactly

132 Replies 367,455 Views

I never waste them. When I see I am within one turn of finishing research on something and it is the end of the line or I don't want to research the next tech I just slide my research slider down to the lowest point where it still says one turn is left and put all the extra into Military, Social or both. But I can see your point...

132 Replies 367,455 Views

[quote who="Taco Bob" reply="35" id="2391977"] A few ideas... Second, why not allow a colony to produce more than one ship per turn? If it's got the resources, why not? And give me a QUE too! After all, GC2 will allow more than one tech to be completed in sequence in a single turn.[/quote] OK, I agree with this. Good Idea. I always wished that (Sid's) Civ 2 would allow this as well. [quote] Thirdly, why must every planet, research

132 Replies 367,455 Views

[quote who="GUDare" reply="31" id="2388902"]There's a few things I'd love to see implimented into GalCiv. My first is make a difference between Tinies and Huge. I don't just mean space. It's pointless to build a fighter with 2/0/0 and 0/2/0 on it when you can build a Huge for 10/0/0 and 10/10/10, 10x the hp, and for only 5x the price after you've done some miniaturization. Bigger ships go faster, too. What I'd personally prefer to see is Engine Size and Cost

132 Replies 367,455 Views

[quote who="PopeBucky" reply="10" id="2324612"]Damage Degradation: a medium hull ship starting a battle with 20 hp but ending the battle with 4 hp has the same amount of guns and speed as at the start of the battle. The ship should be limping away from battle, possibly with an escort as they can't effectively protect themselves anymore due to battle damage taking out some of its weapons Negotiation before UNP Votes: When there is a vote which will benefit one race (placement of

132 Replies 367,455 Views

[quote who="dragoaskani" reply="3" id="2402662"] Quoting Mystikmind, reply 2 Just this week i have been playing a game with Drengin set to Godlike, other races set to Genious. Now the research rate is set to very slow but despite this, the AI is racing through the tech tree like crazy! I am playing Terran with diplomatic bonuses, so i can easily trade techs with the AI. Now what i am noticing about my game is that no sooner have i built

5 Replies 4,035 Views

[quote who="WIllythemailboy" reply="1" id="2044270"]Tons. Once you get the second level of miniaturization, they are the cheapest hull you can put constructor, colony, mining, trade, and transport modules on, making them ideal for such throw-away ships as long as speed isn't necessary. Beyond that, they get thrown under military starbase arrays to multiply their military score to a ridiculous factor (yes, I know huge hulls are technically better, but bleh - I start building fodder before I ge

14 Replies 19,546 Views

Is there a ship designer utility that can be used to create ships outside of the game? Instead of having to start a game and wait till you get the requisite hull techs and create them in the shipyard. A seperate 'ship designer' would be nice to have. It would also be nice if it could be used to create a ship style. Like the ingame types, Yor style, or Drengin style for example.

6 Replies 39,718 Views

Does anyone actually use tiny ships? I've found small ships are of only marginal use and all are eventually scrapped, but tiny ships are completely useless. Besides putting NO components on them and parking them in orbit as a deterent to unarmed Troop Ships, what possible use can be made of them??

14 Replies 19,546 Views