TS22

TS22

Joined Member # 640221
0 Posts 1 Replies 1,083 Reputation

I am probably just missing this somewhere, but is there a way to set autobuild or governors for your cities? When steamrolling the AI, it would be great to be able to set an autobuild or autofocus for the new cities. I realize that I could do the focus wealth/mana/etc., but an autobuild feature would actually grow the city. Any ideas?

4 Replies 5,705 Views

I have been a Stardock fan for a decade or so. You name it, I bought it. I am perplexed at the idea of a $5 map pack. It isn't so much about the money as it is the product that I would be getting for the money. As others have already commented, a map pack is an odd DLC for a game that already offers a good random-map option. This isn't Call of Duty with the endless pay-per-map pack experience, and Stardock has been wonderful to provide users with the capa

213 Replies 767,154 Views

Other things I’d like to see: Unique unit abilities should be implemented to a far greater degree. This would be a fantastic addition to combat. I am in favor of different damage types (physical, magic, etc.) and corresponding resistances. I’d really like to have the white barrier fog removed from the tactical battle screen. You’ve got landscapes all around you that could be implemented into the background. The white fuzz borders tak

140 Replies 328,372 Views

I think an easy way to alleviate some of the 1dN problems is by changing the stat to an average. Instead of a single 1dN roll, how about an average of three 1dN rolls? Let’s say your attack is at 1d50. People are getting upset when they do 1 or 2 points of damage due to an unlucky roll. However, if the stat rolls came up as “(2, 25, 39)/3,” the damage would average out to 22. This method would create a bell-curve average for dam

140 Replies 328,372 Views

There are some great suggestions here and I hope the devs are still reading this thread. I think that there are two ways to fix this issue that would require very little work. 1. Increase minimum spacing between cities – Currently, a pioneer must be 5 tiles away from a city to build a new city. This could be increased to 10 or even greater. This would tremendously help with city spacing/spamming. 2.

145 Replies 85,284 Views

[quote who="Frogboy" reply="2" id="2768364"]I think we should come up with an XML list of names for each faction and have the name generator pull from that. [/quote] This feature would be phenomenal. I had a large text doc of fictional planet names in GC2, and I think it would be cool to have recognizable opponent/unit/city names here. If you want to share what you are thinking about creating and what it would effect (ie soldier names, city

10 Replies 8,167 Views

Either way, I was just trying to alleviate the city spam headache. I figured it was hard-coded since I couldn't find any file on it. Really though, I'm hoping the devs do come up with some solution. I just wrapped up my 4th game where my powerful stack rolled through around 8-9 near-empty enemy cities. The enemy had no real standing army, and it gets tedious rolling through so many cities just to "finish" the game.

13 Replies 9,261 Views

Yeah, but having a stack of 20 some nonsensical names coming at you is ridiculous, especially if they are all the same kind of unit (same look, weapons, armor, etc.). Just call the stack "scouts" or whatever! Random "character names" is absurd for standard fodder units.

2 Replies 3,442 Views

It seems that every AI unit has a random name from the random name generator. When engaging in several fights against the AI, these random names are pointless, irrelevant, and distracting. I don’t know what a “llasgtob” unit is, and why does the AI’s next unit (with identical stats) have a different name “gusabey?” It would be far more useful if there was a set of several class names for the AI units (e.g., defender, k

2 Replies 3,442 Views

It seems that every AI unit has a random name from the random name generator. When engaging in several fights against the AI, these random names are pointless, irrelevant, and distracting. I don’t know what a “llasgtob” unit is, and why does the AI’s next unit (with identical stats) have a different name “gusabey?” It would be far more useful if there was a set of several class names for the AI units (e.

2 Replies 34,485 Views

Something similar is happening to me. This problem occurred during one of the betas, and then a later beta seemed to fix it. I'm surprised that it is back. I have found that the game doesn't completely lock, but seems to take awhile before the user can "level up" the character. If you wait a few minutes, then hit around the skill you are trying to level up, eventually it will work. I realize it is very annoying, but hopefully they'll have a fix for it soon.

2 Replies 1,326 Views

I am very surprised to not see this in the release version. Stardock, are you kidding me? I recall a Stardock poll that was up for awhile asking people what race they most looked forward to playing. The resounding majority answered that they wanted the "create your own faction" race. It is clear that the devs knew that this was something the community wanted. In the betas, when the early faction creator was removed, there was a slight uproar but the understanding

23 Replies 15,464 Views