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Do you still think GalCiv 1 is fun even with GalCiv II out?
758 votes
1- Yes
2- No


Realms Beyond
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#150  by Citizen Zed F - 2/20/2004 1:29:04 AM

Of course they didn't. We already disabled them


No, you disabled the OBVIOUS ones. You know, the ones you were supposed to find... Small comfort to the scores of smoking pirate corpses on the deck, though. What a mess!
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#151  by Veteran Gerakken - 2/20/2004 2:47:29 AM

Small comfort to the scores of smoking pirate corpses on the deck, though. What a mess!


Ow. 'Tis a pity I can't go on every raid to help prevent these kind of mishaps. But I am sure that if the cargo is important enough, I will be showing up later, like during the Clone Wars. Be ready. The looters, shooters, and freebooters (for lack of a formal alliance name yet) await next month.

                      
#152  by Citizen Smegged - 2/20/2004 2:54:47 AM

Well it has been said that diplomacy is everything in this game (well, diplomacy and trade). I just tried an *interesting* variant game which took both options off the table. It was an attempt at always war. I played it one difficulty higher than normal difficulty. I had an absolutely amazing start (playing a large galaxy on occasional habitability). After my initial expansion (and Toria surrendering to me) phase, I was 59% on the way to Military victory.

However, not being able to trade anything - including tech - really kills your economy, especially when you are trying to maintain a large fleet. Once the Altarians and Yor got their trade routes going (and protected) they started to pull ahead. Battleship tech was the turning point. Up until then I had managed to keep a fleet that was able to protect my homeland, and assassinate the occasional freighter. However, Death Knights punished my frigate fleet and I was soon swamped. I did however fight to the bitter end. Eventually the Yor surrendered to me since they were being pounded to a bloody pulp. The Dregnin this game were a non-entity, with just one world.

Reflecting back on the game, I would have to say that I regret settling the 13/14 PQ worlds. The cost to get them up and running, and the lack of ability to pump spending really hurt badly in this game. I may try the variant again one day, but it's a lot tougher than in Civ .

                    
#153  by Veteran Evil Roy - 2/20/2004 7:20:25 AM

i iz easy on da name - but da anzacs iz alwayz wantin' something in yer face - so variant scum iz good, and da balck sheep az irony, but if it's da last alliance iz ok, but maybe iz Da Last Allianz due to da good grammar we iz bringin' wiv us. i iz more interested in da Rudeboyz view on da tactics, coz we iz a bit little...



                      
#154  by Citizen Zed F - 2/20/2004 8:36:30 AM

Some thoughts on that score, Smegged...

Speed and intelligence are crucial in GalCiv warfare. Did you have Grav Accelerators and/or Eyes of the Universe?

You mentioned you were able to assassinate the occasional freighter. Did you put many ships on this mission, or only a couple? I would have thought preventing trade would be a priority, similar to pillaging in Civ3 AW games.

                  
#155  by Veteran Captain Jack Sparrow - 2/20/2004 9:11:50 AM

No, you disabled the OBVIOUS ones. You know, the ones you were supposed to find... Small comfort to the scores of smoking pirate corpses on the deck, though. What a mess!


Well then, that's the last time we send Torian Slaves to do our raiding.

                          
#156  by Veteran Captain Jack Sparrow - 2/20/2004 9:17:39 AM

No, you disabled the OBVIOUS ones. You know, the ones you were supposed to find... Small comfort to the scores of smoking pirate corpses on the deck, though. What a mess


By the way, at least try to do better than a lame grammar school comeback next time junior.

                          
#157  by Citizen JaxomCA - 2/20/2004 10:44:37 AM

Da last Allianz sounds good to me, does anybody disagree?



                           Posted via Stardock Central
#158  by Citizen Primus Ordines Aaberg - 2/20/2004 12:21:59 PM

Sirian, I'm sad to hear that you have lost interest in the game. I have always have great respect for your capability to contribute to the community (eventhough i might not always agree on the style - not meant as criticism, just stating the obvious, we can't all agree on everything).

BamBam, i'm sorry for not stating this earlier. You have in my opinion ( ) been a great diplomat without selling out on your on opinions (just the posts i have read the last couple of days)

It would be great to see a tournement, i'm sure alot of people would be interested (especially alot of the "veterans", since i think most of us need different challenges to keep the game interesting).

                        
#159  by Citizen T-hawk - 2/20/2004 1:17:51 PM

Hello everybody!

Longtime Realms Beyonders know me from the Civ 3 Epics, of course. I've finally installed my copy of GalCiv and will be diving in presently.

        
#160  by Citizen JaxomCA - 2/20/2004 1:53:15 PM

T-hawk?

Welcome aboard! Watch out for pirates, they like to raid us a lot even though all we have to be plundered are rules and regulations.

Want to see what a dry start is in galciv? I started a gigantic maso with rare habitability to test out version 1.2. I was in sector 0-0, Earth was a pq 16, the only 3 planets within reach had nothing better than pq 9. My Hero could not reach the closest sector with a planet in it.



                           Posted via Stardock Central
#161  by Citizen Bam_Bam - 2/20/2004 2:00:53 PM

Welcome, T-Hawk! Glad to have you aboard.

Whoa, Jaxom--that is a DRY start. To contrast, I started a large maso game in 1.2 and got a PQ26/18 system in the same sector as Sol!

Stay tuned--I will probably be starting up another SG or two or three over the weekend.

                      
#162  by Citizen Bam_Bam - 2/20/2004 2:05:43 PM

Aaberg,

Thanks for the thoughts. Hope you had fun skiing, while you left your comrades in arms to tackle the first Maso SG!

My first thoughts on the SGs to be starting over the weekend.

1) GalCiv Always War--run with Smegged's idea and play this one out.

2) Painful/Crippling TDG-lite. Have a couple of maso vets run a couple of pseudo-training day games, depending on how much interest is there from both the trainers and potential trainees.

3) Maso SG #2. Another Maso SG--this one perhaps flushing out more gameplay issues to help frame a future tourney.

                      
#163  by Citizen JaxomCA - 2/20/2004 2:13:16 PM

Bam-Bam, you better delay starting another SG until version 1.20 is stabilized. Many bugs relating to alignment and quite a few CTDs.



                           Posted via Stardock Central
#164  by Citizen Isit - 2/20/2004 2:45:55 PM

Hey T-Hawk. Good to meet you.

                      
#165  by Citizen Bam_Bam - 2/20/2004 8:45:51 PM

Thanks for the heads up Jaxom. I'm only just past the land-grab phase in my first 1.2 game. The other thing I was thinking was to run at least two test games of AW. Smegged's game was more like one of Arathorn's no diplomacy games than AW. Now I can see where a no diplomacy game gets to be an AW game a bit quicker in GalCiv than in Civ3. There's also the point of how to use the minors--is it no diplo or AW with the minors, too? Worthy of some more testing before this variant is ready for prime time.

                      
#166  by Citizen Zed F - 2/20/2004 10:29:17 PM

By the way, at least try to do better than a lame grammar school comeback next time junior

Whatever. like your previous response was sooo much better...

                  
#167  by Citizen damoose - 2/21/2004 5:30:10 AM

Whatever


Ah ha! So your true natue finally come out!

                      
#168  by Citizen Smegged - 2/21/2004 5:58:02 AM

Well in my game I went all out trying to hit freighters, but without them going through my territory it became impossible. I had Eyes of the Universe, but couldn't build the grav accelerators in time.

I went always war with all but one of the minors (so I could "gift" that minor with a war declaration on an alien the first turn I met them).

I could post my starting save if you wanted to attempt that map (might be a good idea for an SG, cause I've playtested it and it's probably a very good map for AW).

                    
#169  by Citizen Sirian - 2/21/2004 6:46:28 AM

Not being able to buy in to trade goods you don't manage to build yourself could be painful in Always War games. At least you don't have to worry about missing out on diplo translators. Of course, the first step is probably to leave the UP. Did you do that, Smegged?

- Sirian


                        
#170  by Citizen Zed F - 2/21/2004 10:03:06 AM

For AW I'd personally say there's at least 2 ways to approach it, one starting wars with all majors only and one starting wars with majors and minors. Rationale for not starting wars with minors is that they are not a real threat (in terms of competition to win the game.) That makes it a bit easier by allowing tech trades and trade good purchases with the minors, at least. I'd start by trying out AW vs majors only and graduate to AW vs everyone once we figured out how to win the former regularly.

Might be a good time for building a number of corvettes to go freighter hunting, they are certainly expendable and fast enough to be suited for the role. Might be problematic if you didn't run into much success, but we can give it another shot in an SG.


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#171  by Citizen Smegged - 2/22/2004 7:56:34 AM

I'd like to see how some other players would handle AW in an SG environment. For my AW, I left the UP at the beginning of the game. After that, I declared war on any majors I met by gifting a minor with a declaration of war. I could not work out any other way of declaring other than by attacking them (not always possible). Additionally, to make it slightly easier, I did not declare until I had researched the universal translator. By which stage I had at least one battle axe to defend each colony. Oh, and other than the minor I used as my war declaration device, I went AW on all the minors as I met them. And for the record, I did not make any tech trades, nor did I establish any trade routes.

I still believe I would have acheived more in this game if I did not settle the PQ 13/14 worlds. If a team can be gotten together and wants to do it, I could post the save for my game to the civfanatics file server for public downloading. The map is a large/occasional/tight, with War Party, +30 Weap, +30 HP, +40 Repair, +25 Courage as my choices. All victory conditions were disabled. I mean, come on this is ALWAYS WAR! Difficulty was set to challenging (default AI, all set to Bright difficulty).

-Smegged

PS I recommend using the map I used for AW, since it has already been playtested, and if winning is actually possible in AW, this is the game it will happen in.

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#172  by Citizen Isit - 2/22/2004 11:09:34 AM

I wouldn’t mind giving it a shot. It sounds like an interesting challenge for a SG.

                      
#173  by Citizen Cliffracer Slayer - 2/22/2004 3:13:56 PM

People in this metaverse are given a massive score incentive to win militery victories and a disincentive to win tech victories and it is completely stoopid.

Nobody's answered my post on militery victories for awile so I decided to move it here.

            
#174  by Citizen Bam_Bam - 2/22/2004 8:48:17 PM

Nobody's answered my post on militery victories for awile so I decided to move it here.


OK...

Not sure what your purpose is, GoblinCookie, other than posting where most of the folks share your opinion?

What bugs me more (and is more of a game balance issue) is that when an AI researches final frontier, you can keep playing and "win" the game. Blah.

To be sure, there are other balance issues. Buying on credit is a huge one. Trading from the grave (which I recall reading was supposed to be fixed in 1.2---not sure) is another. There are others. I care less about what rewards score vs. what keeps the game interesting for years. We are already seeing burnout from some here at RB within 4-6 months. Others have left or mostly left playing the game even before some of us got here. Version 1.2 was supposed some good fixes to some balance issues--I have not played enough 1.2 games to pass any judgement good or bad--but many remain. I am not sure what Stardock plans for the final version of the expansion. I have not played it, but from some of the posts--having 7 incredible AIs has been easier for some.

I plan to keep testing out variants with the SGs, and to keep a string of Maso SGs going--having good players play the games where we all can see how playstyles differ can do wonders for bringing to light game balance issues--much more than one person can do (except if they play 200+ games ).

Stay tuned--I may have one of the next round of SGs up tonight...

                      
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