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GalCiv availability thread - first impressions

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  • #31
    Well, I like the game so far for the most part.
    Still disappointed that there is no tactical combat, but that was never promised i know, and i love civ and there's no tac combat in those either.

    Anyway, One thing that I would like to know, is what techs need to be rersearched in order to build the various ships.

    For instance, you can research new battle armor of phasers or photons, but when you do, a new ship isn't always available.

    I'm wondering if there is a chart or some sort of guide that lets you know that such and such ship is available only after researching such and such.

    Otherwise, I feel like I am researching a little blind.
    While there might be a physics engine that applies to the jugs, I doubt that an entire engine was written specifically for the funbags. - Cyclotron - debating the pressing issue of boobies in games.

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    • #32
      Tech tree here


      WWW.MrFixitonline.com

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      • #33
        wow, thanks.

        that's a great chart. who wrote it?
        While there might be a physics engine that applies to the jugs, I doubt that an entire engine was written specifically for the funbags. - Cyclotron - debating the pressing issue of boobies in games.

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        • #34
          A betatester called JavaScout.

          his site is here :- http://webpages.charter.net/trevorpowdrell/

          I agree its a great tree.
          WWW.MrFixitonline.com

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          • #35
            Originally posted by vee4473
            after further consideration let me say that with regards to the tech tree, it would most definitely be a huge plus if in addition to just listing the various things you can build as a result of a tech, it actually gave a chance to click on the various things to get a description.

            yes, it can be better.
            Exactly my thoughts. For what it's worth, Civ3 did tech very well, and the in-game tech tree and civilopedia were fantastic.
            Tutto nel mondo è burla

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            • #36
              I agree about the lack of real in-game documentation being a drawback. Otherwise, it is a fantastic game to play. Like MarkG said, this really feels like a Civ in Space. The Events and UP stuff keeps even a game you might have been controlling close. Some of the events they thought up were really inspired, completely new things for TBS. I can't gush enough right now about the game.
              A lie told often enough becomes the truth.
              -V. I. Lenin

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              • #37
                Good!

                I downloaded it yesterday.
                Just read the "Survival Guide" before playing, the learning curve was gentle. However, it seems a bit little. Is that Guide the whole manual (I don't think so) and, if not, where can I find it? Some details need explanation (Yeah, finding stuff in computer files are not my cup of tea!!).

                First game, I gave my opponents sub-normal intelligence. Well, sub-normal was far above me: Got kicked out of space by the Drengin! Score:8

                Today, Started another game, put them at beginner intelligence. It's much better (thanks to random factors too). I should win by peaceful means soon (uh, I hope).

                I like this game. It seems a little 'SMACy': tech description, combat, planet screens, animations...
                And, incredible, when I call the Altarians, I feel like I'm talking with Eminem!!

                Overall, a good game! And I still haven't seen the best of it by far.
                From hell's heart I stab at thee; for hate's sake I spit my last breath at thee. Ye damned whale!

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                • #38
                  you can download the pdf manual through stardock central
                  Co-Founder, Apolyton Civilization Site
                  Co-Owner/Webmaster, Top40-Charts.com | CTO, Apogee Information Systems
                  giannopoulos.info: my non-mobile non-photo news & articles blog

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                  • #39
                    A listing for GC has appeared on gpstore for New Zealand for early April. Since it hasnt appeared anywhere over here uptil now, I assume it is correct.

                    So...in just a few days...
                    Avoid COLONY RUSH on Galactic Civlizations II (both DL & DA) with my Slow Start Mod.
                    Finding Civ 4: Colonization too easy? Try my Ten Colonies challenge.

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                    • #40
                      Finally i got around to posting my little impression here...i downloaded GC friday and played all weekend.

                      Easy to learn difficult to master:
                      This is so true for this game.
                      I played my first game on the easiest diffculty level without looking at any documentation at all, and won. I have been following the game and read the AAR's, so i knew a little bit about how to play the game.
                      Now i'm in my 3rd game on the 3rd easiest level (Sub-Normal. out of 6 or 7), and it's an even game, no dominance for me or the AI...i can only imagine how higher levels must be

                      Diplomacy and AI:
                      Well, i'm only on Sub-Normal, but even then the AI can still distuingish threats some of the time, for example influence boosting starbases in his systems. The AI will say something about it, but for now, it hasn't done anything about it.
                      It has all the basic diplomacy option, you can trade ships, planets, techs, trade goods, money and influence.
                      Controlling the AI through diplomacy can be fun. I got the 2nd and 3rd strongest empire to declare war on the strongest empire for a few techs, and they are actively warring each other. They are attacking each others key starbases and planets. Luckily i can see all this, because the 3 civs are located all around me, so my territory sort of is the battleground.

                      Graphics:
                      They are the best i've seen in any TBS game. You can see when your ships are damaged by little electric sparks around your ships.
                      Explosion are nice when a ship blows up.
                      Everything in it just looks good.

                      Documentation:
                      In-game doc like a civilopedia is really missing here. However using common sense will get you far.
                      For example, i had no idea how to make my ships go faster.
                      It turned out i just had to research the propulsion-techs, but it isn't mentioned anywhere.

                      Overall, i'd give it a 8.5 out of 10 in it's current shape. If they can solve some UI annoyances, improve ingame docs, and some minor gameplay changes, this will definitely be worth a 9.5, if not 10.
                      <Kassiopeia> you don't keep the virgins in your lair at a sodomising distance from your beasts or male prisoners. If you devirginised them yourself, though, that's another story. If they devirginised each other, then, I hope you had that webcam running.
                      Play Bumps! No, wait, play Slings!

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                      • #41
                        I have read:

                        "No tactical combat" but also
                        "I had to keep scrambling my damaged ships back to base"

                        Is it a winner take all battle system (like the civs, where there is a clear winner and loser each battle), or is a batter eachother up and then disengage outcome possible?

                        Also:

                        "No ship upgrades" and
                        "customizing starbases"

                        So some things are customizable?

                        BTW, after getting burned by MoO3, I am afraid to open my heart and wallet again to just any old cd in a pretty box. :P
                        Pentagenesis for Civ III
                        Pentagenesis for Civ IV in progress
                        Pentagenesis Gallery

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                        • #42
                          Is it a winner take all battle system

                          Yes, when combat occurs, 1 ship is destroyed, the other lives.

                          "No ship upgrades" and
                          "customizing starbases"

                          So some things are customizable?

                          Well, yes...it's not like civ that the units have fixed attack and defense values.
                          Getting certain technologies will increase your ratings usually by 10%.
                          Starbases can give a fixed attack bonus, this bonus can get higher then +10 offense. Add the fact that the bonusses from starbases stack, meaning your ships potentially have unlimited attack strength. But it will all cost you something, to get a +6 offense you'll need 3 starbase modules upgraded. But instead of those offensive modules, you also could've chosen for modules that increase production, trade or influence in a sector.
                          The actual ratings of a ship without starbase bonusses can be more then 3 times the base values with the right tech and controlling the military resources on the map.
                          <Kassiopeia> you don't keep the virgins in your lair at a sodomising distance from your beasts or male prisoners. If you devirginised them yourself, though, that's another story. If they devirginised each other, then, I hope you had that webcam running.
                          Play Bumps! No, wait, play Slings!

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                          • #43
                            Actually, I've seen combats where both the attacker *and* the defender perished. I'm still unclear on exactly how the combat is decided (especially: (1) how hit points affect the outcome, vs. the attack/defense ratings; and (2) whether the attacker's defense rating matters; and (3) whether the defender's attack rating matters).

                            And since this is an "availability thread": I found the game in Babbage's in Midway Mall in Elyria, Ohio, US. When I walked in, there were two copies on the shelf. When I walked out, they had sold 50% of them.

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                            • #44
                              First impressions:

                              The manual is very thin on detail. This is compounded by the minimal in game help and a "tutorial" that is reactive rather than proactive, so it never actually steers you into making good decisions. Could I find out if a starbase extended the range of spaceships? Only by building one. Can I find out what a tech actually does? Only by researching it to see what these gadgets it provides actually do, so its too late to research one of the other dozen choices instead.

                              The game progress seems very stilted. Massive rush at the start to discover and grab your planets then tedium as you shuffle one or two ships around waiting for the finances to crawl out of debt just enough for you to rush-finance your next ship.

                              Curious economic model. Maybe I'm missing something but it seems if you opt for (say) 50% social spending to get your zero maintenance improvements up fast, any planet with nothing new to buy just swallows the money instead of putting it back in the global pool to offset the debt mountain. All your planets have to march rigidly in lockstep which feels very unnatural.

                              Enough negativity! Other than these initial reservations it feels very reminiscent of Civ II. Once I've overcome the feeling of not knowing what I need to know I'm sure it will have the same long term appeal.
                              To doubt everything or to believe everything are two equally convenient solutions; both dispense with the necessity of reflection.
                              H.Poincaré

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                              • #45
                                Maybe I'm missing something but it seems if you opt for (say) 50% social spending to get your zero maintenance improvements up fast, any planet with nothing new to buy just swallows the money instead of putting it back in the global pool to offset the debt mountain.
                                well when you're done with the social improvements you should change the social spending to to 0%
                                duh!
                                Co-Founder, Apolyton Civilization Site
                                Co-Owner/Webmaster, Top40-Charts.com | CTO, Apogee Information Systems
                                giannopoulos.info: my non-mobile non-photo news & articles blog

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