Forum Overview :: Galactic Civilizations
 
Lets try a different approach by Fortinbras 03/26/2008, 12:42pm PDT
I just suck at GalCiv II, you just suck at Civ. Whatever. I freely admit that the only way I got any enjoyment out of GalCiv II was by cheating.

I mean hey, I wasn't really going around looking for a fight, if I were laudablepuss I would just read my post and say "Oh shit he's parroting FABIO" and maybe post a snarky reply with an esoteric username. Or something. I apologize if I've offended your religious beliefs in indie developers (though technically since this is a third-party mod it's more indie than Stardock)

Let me just take it through the list and articulate why I think it's better since you won't take my word for it:

Capital ships? You get them only a few turns into the mod. Instead of having to hit "END TURN" 500 times and be in late game by the time you emerge past fighters/heavy fighters in GalCiv II.

Ship Stacking: Fuck fleets. Good God the obnoxious fighter/heavy fighter spam in GalCiv II brought my laptop to its knees and took forever for the AI to make its turns since it couldn't just lump them all into one fleet but had to make 50 groups of 3 fighters each. (I'm aware they patched this...too goddamn late)

Planet/System capturing is done with regular units. There's a specific unit you can build that gets a huge advantage to planetary attack but you're not shit out of luck if you don't have a mothballed fleet of 50 barges in orbit.

Colonization: No more vast expanses of uncaptured planets because you haven't researched five tiers up to "Advanced Water World Colonization". Each planetary system is a whole unit that generates influence and each of the planets you can build upon like a regular Civ IV city.

Starbases: No more having to build 50 fucking expensive slow-ass constructors to make a decent starbase. Just one constructor unit (that pulls double-duty in jumpgate building and tile improvement but can be sacrificed for the starbase) and you're done. Did I mention it's capable of siege-artillerying enemy ships that come within range? And it doesn't go down without a fight neither. Oh, and you don't have to keep building constructors to improve it, just a simple monetary charge thank you. Starbases project a small amount of border-influence but you can't build shit on them.

Tile Resources: No more having to build a gigantic starbase on them that's a liability. Just build an extractor and connect it to the travel network and you're done.

Strikecraft: FIGHTERS CAN NO LONGER FLY ACROSS THE ENTIRE FUCKING MAP. They're based out of carriers or systems so they have a limited range. You can rebase them if you please without trouble.

Travel: No more having to research several tiers to go anywhere. You can go across the map from the beginning. Unlike GalCiv II where how fast the game played was mostly dependent upon how far up the drive-tree you had researched, faster travel is a form of infrastructure tile upgrade (jumpgates), giving it a sort of Cowboy Bebop/Freelancer feel. I think that's a much more sensible policy than GalCiv II's method.

Combat: Still feeling this out but so far there's a sort of strikecraft & carriers/light capital ships/battleships trifecta of options and social engineering options to match that depending upon your preference. Anything's better really than "Whoever can stack the most guns until their ships look like a gun made of guns covered in guns and shooting guns out of guns, and THOSE GUNS have their own guns with a tiny pissant engine sticking out the back and NO ARMOR wins" strategy of GalCiv II ship construction.

Graphically it looks better, planets change as you add improvements to them, orbital structures actually ORBIT around the damn planets, and the planets themselves are moving about the stars. There's blackhole and supernova hazards, asteroid fields that give defense bonuses, etc.





Oh yeah, and you can play multiplayer too.
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The Final Frontier Mod for Civ IV: Beyond the Sword is superior to Galciv by Fortinbras 03/26/2008, 11:04am PDT NEW
    Re: The Final Frontier Mod for Civ IV: Beyond the Sword is superior to Galciv by laudablepuss 03/26/2008, 11:40am PDT NEW
        Re: The Final Frontier Mod for Civ IV: Beyond the Sword is superior to Galciv by Fortinbras 03/26/2008, 12:09pm PDT NEW
            Re: The Final Frontier Mod for Civ IV: Beyond the Sword is superior to Galciv by laudablepuss 03/26/2008, 12:20pm PDT NEW
                Lets try a different approach by Fortinbras 03/26/2008, 12:42pm PDT NEW
                    But can you change your TAX RATE? huh? huh? NT by FABIO 03/26/2008, 1:03pm PDT NEW
                        remind me never to play any of these (still on soulstorm) NT by Grumah 03/26/2008, 2:18pm PDT NEW
                            Never play any of these. NT by Mischief Maker 03/26/2008, 3:03pm PDT NEW
                    I mean hey (HEY) NT by Diesko Boyland Jr. 03/26/2008, 3:03pm PDT NEW
                        That's what I'm talkin' about! NT by Fortinbras 03/26/2008, 3:14pm PDT NEW
                    Re: Lets try a different approach by laudablepuss 03/26/2008, 4:18pm PDT NEW
                        Re: Lets try a different approach by Fortinbras 03/26/2008, 4:41pm PDT NEW
                            Re: Lets try a different approach by laudablepuss 03/26/2008, 5:27pm PDT NEW
                                Regarding combining units into fleets/armies in Civ by Fortinbras 03/26/2008, 6:04pm PDT NEW
                        Oops, missed one by Fortinbras 03/26/2008, 4:43pm PDT NEW
 
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