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MichaeltheGreat
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Apolyton Grand Executioner
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mooning the house that Ruth built.
Oct 1999 time: 21:29
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I play large and huge galaxies, where for the most part exploration and later interaction are more important.
There's actually a lot of tweaking and changes in the game that result from the galaxy size, star clustering and habitable planet frequency, and from the choice of minor abilities you get to customize the human player.
The changes in AI behavior in the expansion are interesting in a lot of ways. One of my two games I have currently, large universe, lots of habitable planets, punishing difficulty, I found myself in the center of the galaxy, with three minor race neighbors in adjacent sectors.
Not that many planets overall, compared to everyone else, but a good enough start, and the combination of distance and minor races that annoyed the other AI and left me alone allowed me to grow like crazy. I kept the minor races happy by selling them techs so they could get ornery with their neighbors, and I used the money to buy wonders and rush constructors to get all the distant resources in the empty spots of the galaxy. My military power consisted of two found corvettes and three up-junked survey ships while everyone else had battleship tech and frigates out the wazoo.
I had the productive ability, but never built the ships. When the Arceans decided to teach me a lesson, I had Eyes of the Universe, Tri-Strontium, and Gravity Accelerators (got them all very early) and all the speed techs. Between harvesting anomolies and the military resources, my whopping new fleet of half a dozen battle cruisers are dreadnaught strength, with more speed, and nothing close to the production or maintenance costs. Meanwhile, my research keeps going, and everybody but the Arceans loves me and my trade. 
Another game under the same conditions is virtually the opposite - but I started with the Drengin close by, and caught them with their pants down and overwhelmed their planets before they got more than the occasional defender.
The feel of the game is totally different from the tiny or small galaxy, scare or average habitable planet frequency setup.
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Dr Strangelove
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I have tried the demo, and I'm now convinced that I will not buy this game. It is hideously unbalanced. You start out with an ability to explore the whole map and make contact with other civs, but you have no ability to trade or fight for a long time. Compared to the speed with which you explore research and construction proceeds at a snail's pace. There are other features which aren't well thought out. When a ship explores new solar syems you can see a picture of the planet, but get no readout of the atmosphere or minerals so you have to guess whether its worth settling. I could go on, but what's the point? It's not worht wasting time on. This game isn't even up to the standards I'd have expected 15 years ago.
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vee4473
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New Jersey
Feb 2000 time: 00:29
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quote: Originally posted by Dr Strangelove
I have tried the demo, and I'm now convinced that I will not buy this game. It is hideously unbalanced. You start out with an ability to explore the whole map and make contact with other civs, but you have no ability to trade or fight for a long time. Compared to the speed with which you explore research and construction proceeds at a snail's pace. There are other features which aren't well thought out. When a ship explores new solar syems you can see a picture of the planet, but get no readout of the atmosphere or minerals so you have to guess whether its worth settling. I could go on, but what's the point? It's not worht wasting time on. This game isn't even up to the standards I'd have expected 15 years ago. |
Well, you can only explore the whole map on small maps. On the large maps, you need to research range enhancing techs.
Admittedly, the planet class system is simple, but hardly a game of guessing.
Anything 15 or higher is worth settling. Later in the game, when you research more of the habitat improving techs, then you can settle lower class planets.
kinda harsh criticism that really is kinda baseless. I mean, the 2 things that you point out aren't even correct.
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Dr Strangelove
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The demo is restricted to a small map. It may be that they shouldn't have put all 6 races on one small map, as it pushes too far forward the time when you begin to encounter other races, and it gives each one too little room to expand. In the past four tries another race has beat me to the nearest habitable solar system, in fact I haven't been able to settle outside my own system because the adjacent systems get grabbed before I get to them.
Demos should be designed to sell the product, not bore the potential customer away.
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Dr Strangelove
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I tried the demo after deleting two of the major races and it played much better. Maybe I'll buy the full game after all.
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Draginol
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How do people feel about GalCiv 1.12?
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Main_Brain
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Economic World Center
Jul 2002 time: 06:29
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Dunno. The Patches dont do exactly do good to my German Version. I get a two-language hybrid that crashes when someone enters the New Event-in-Space's.
No German PAtches availible. bah!
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Sikander
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Boulder, Colorado, United Snakes of America
Jan 2000 time: 22:29
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I picked this game up because I was bored and hoped that I would find a new game to grab me. I put it down almost immediately because in large part the user interface was so weak. It sounds like the new expansion pack is going to address that somewhat, which is good. I second the request for a zoomable main map (if it is missing from the expansion). The game graphics are nothing special, so it seems as though having a zooming main map wouldn't be all that hard to implement. It would however be a huge help to me, especially on larger maps.
Also an in game tech tree and hyper links all over the place would really help the game. SMAC sets the standard here in every way, including the zooming.
Anyway, I've played a few hours more of the game and I'm not sure what is going on. It isn't very interesting honestly, but perhaps I'm just completely clueless about the intense struggle going on behing the scenes. Very little has happened, other than even at average level the AI has heavily out colonized me. I don't want to go balls to the walls on a colony ship binge in order to not lose the game honestly. It would help if somewhere the game was described in some detail. The manual acts as a good guide for someone who is interested in purchasing the game, but is of little use to someone who actually has it and wants to play. Slogging through hundreds of posts by more advanced players is extremely time consuming as well. The game needs (prior to the patch anyway) a good deal more internal documentation or a much better manual.
I'm not sure whether to play again tonight, or go back to EU2.
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:29
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The most important change in 1.12 is the minors extending out. I think the hyperlinks have been improved a bit since I can actually see the effects of techs now, but I'm not sure since how it is there.
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eberon
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quote: Originally posted by Draginol
What expansion pack have you played lately?[...]I can't think of any free patches in any game I've played that have added as much as we've added post-release let alone what's in the expansion pack beta already. |
This is a widely belated reply, but..... Give me a BREAK. Don't make me post the Alpha Centauri 4.0 through 2.0 readme file to this forum. If you want to talk about giving users value, maybe you should take a page from Sid's book.
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Yef
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I stopped because somehow I found Space Empire 4 to be more engaging. I mean, Galciv have many plus, and its definitively superior as far as diplomacy goes, but SE4 have many more options in other aspects.
If I could just mix them into one......
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ducki
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quote: Also an in game tech tree and hyper links all over the place would really help the game. |
I downloaded the demo and tried it last night and I have to say this is my single biggest "gripe". For comparison(which I know devs don't always enjoy), Civ3's Civilopedia is a very nice example - from just about anywhere in the game, I can right-click on something and get the 'pedia page for it. The tech tree is wonderful, IMO. Not necessarily the tree's contents, but the tree's implementation and design - I have a visual diagram that shows me where I am and where I can go and I can right-click any tech to get the 'pedia entry on it with links to 'pedia entries for all the stuff it enables.
Put most simply, Civ 3 makes it such that a new player need not ever read (or even know about) a manual, strategy guides, websites, etc. Sure, those things might help you, but you truly, honestly don't need anything that's not available in-game in order to play and (feel like) you know what you're doing. Alpha Centauri was the same way - manual? What manual?
Unfortunately, this puts the bar rather high for the indies and smaller developers that want to attract part of the Sid-game players.
I somewhat enjoyed the demo, as it is novel, an interesting amalgamation of various games dating back to my childhood, but I felt truly lost. (Note: part of this may be that the "tutorial" mode doesn't recover if you "accidentally" click outside its current context to "explore" the interface - either lock stuff outside the current tutorial context or confirm the player wants to leave it or make it easy to return to where you were.)
Anyway, I think I might like GalCiv, but the demo doesn't really sell me on it. Apart from being novel, it doesn't really show me what GalCiv and Stardock have that C3 or SMAC or that really old Star Trek(or StarTrek-like) ASCII space exploration/battle game don't have. (Anyone remember what that game was? GC reminds me a lot of it, but I can't truly recall.)
So, to sum up, GC seems like a nice game. I might like it, but I'm going to have to invest more time than simply playing the demo to find out. My foray into this forum was primarily to check the 'poly barometer on what the game is like, which hasn't truly helped other than to show that Stardock are, indeed, responsive.
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