Newbie question regarding researching techs for new ships

I'm fairly new to the game and I've been playing it for about a week so far. It seems though that I'm having issues researching new ships to create. I've been playing the Terran race so far and have been sticking to them as I learn to play, but it seems that the only two fighter ships I am able to research and create are the defender and star fury. When I attempt to research a different ship - let's say the missile boat - I complete the research needed to create the ship (Xeno Industrial, Stinger II, etc.) and yet I am unable to build the ship at any of my starports. So here's my dumb question: What am I doing wrong (or what am I not understanding)?
6,621 views 16 replies
Reply #1 Top
I can't answer your question directly, but I will say to build your own ships.

As you research weapons, defense, sensor and engine techs new components become available in the shipyard. The best way to take advantage of these incremental gains is to build specialized ships for whatever you need.
Reply #3 Top
I don't disagree that I do need to build my own ships. =p I"m just wondering why the default ships are not showing up when I have completed the research needed to allow me to build them (i.e. the missile boat stated above in my original post; this assumption is based on the information provided to me by the technology tree - particularly the Xeno Industrial branch that provides the first real ships after the defender)...
Reply #4 Top
I don't disagree that I do need to build my own ships. =p I"m just wondering why the default ships are not showing up when I have completed the research needed to allow me to build them (i.e. the missile boat stated above in my original post; this assumption is based on the information provided to me by the technology tree - particularly the Xeno Industrial branch that provides the first real ships after the defender)...
Reply #5 Top
I don't even pay attention to the default ships. Wish I could delete them
Reply #6 Top
You might need to do some research in minaturization in order to make those ships show up.

-Dewar
Reply #7 Top
I spent alot of time researching extra techs, but I could not get the core ships of Sniper, Missile Boat, or Star Raider to show up in the shipyard screen. All of the other core ships seem to work fine, and you are honestly much better off making your own.
Reply #8 Top
Ok, I'll hijack this old thread as it comes closest to the question I have: Is there ANY way to figure out exactly which techs are required to build a specific ship (both core and user ships)? I mean, I'd like to have a list of all core/user ships where I can click on a ship class and it will tell me "To build this, you need to research..." For example, the AI always builds heavy fighters very early in the game, but I just can't figure out what I need to research to build them (and I couldn't find a tech in the tech tree that even mentioned them).

Heck, I have designed a bunch of ships that proved to be really powerful in one game, and then in the next game I can't figure out how to build them anymore, because the game just doesn't tell me what I need to research. "11 other techs" required just isn't very useful if I don't know which other techs.

Is there ANY way to deal with this, or is there a chance that this will be fixed in a patch? Together with the "focus jump onto next ship on the other side of the galaxy", this is by far the biggest issue that drives me totally crazy with this game.
Reply #9 Top
There is a mod in the library (here) that runs on Excel that shows you all the techs required for each ship.
Reply #10 Top
I had the same question as Tegilbor; maybe that excel will help. Thx...mind you, a simple in-game guide would be a great suggestion for the next update, assuming it hasn't already been submitted.
Reply #11 Top
I agree with both Tegilbor and He113ent - and even though that excel files shows the required tech, it would be nice if there was a in-game "galact-o-pedia" for finding out which core ships are available, and what specific techs are needed. As fun as it is building your own ships, it's rather annoying seeing (3 other techs required) to build a new core ship after researching a technology, and having no clue whatsoever on what those techs are. There's no way to check either.

I'm not sure if we're taking a suggestion box here either, but a way to use those core ships (or any current ship available) as a template for further custom ships designs would be handy as well - say, if you had researched smaller lasers and were able to fit two laser mounts instead of one on an existing design thanks to the smaller size of the fancy new laser.

Any thoughts on this?
Reply #12 Top
Yeah the AI's "Heavy Fighters" are pretty pathetic as far as fighters go... They class anything with 2 weapons or more as heavy... I don't start building light fighters until I can put two weapons on they...

As for building templates, I build an empty hull (Othello class) --tiny hull and then as I get more tech I create the mk1, mk2 etc versions of it. As they've said several times, don't bother with the default ships yours will almost always be better... faster, deadlier, and occationally cheaper...
Reply #13 Top
@clicks -

There is a stand alone Galactopedia you can download and install. You can run it at the same time as the game - really convenient if you are running in Windowed mode, but you can alt-tab out to it if in full screen.

It is pretty cool - not quite as good as having an in game one - but then again SD doesn't have the resources to do everything right now like some big companies do.

https://forums.galciv2.com/?ForumID=162&AID=105605#851532
Reply #14 Top
@HAL -

Although you can upgrade your designs manually this way, you still need to remember what you threw on the orignal ship. What I'm thinking is more along the lines of hitting upgrade and having all the original equipment on there, except using the latest greatest version of each (which in many cases is smaller). Enough space for another laser? Pop it on, Starcruiser mkVII complete!

A minor annoyance of course, as having the base model with extras to throw weapons, shields, sensors on is the more time consuming part, and is already provided.

@Oldstatesman -

Ahh, thanks for the link. That will be quite helpful. I just need to get Windowed mode working properly, and I'll be set.
Now, to find out if this can even be added as a mod (from scratch of course). I'll have to look into this further, but boy oh boy, I don't think anyone wouldn't want this as a mod...
Reply #15 Top
@clciks - U R Welcome!

You can select to have the ship keep all it's stuff when you upgrade in v1.1. There is an option in the Main Menu/Interface options window to do this. Add the component you want; Save it with a different name; Then you can go to the game, click on a ship you want ot upgrade; select the check box to upgrade all ships of the same class at once. This is expensive, and you must be careful as far away ships take weeks to upgrade - and only have 1 hitpoint while upgrading so are pretty defenseless - Is that what you meant?
Reply #16 Top
@Oldstatesman -

Yes, what I want, minus the fuzzy "figure out which component has a natural sequel and upgrade those" part, such as Laser II cannons automagically upgrading to Laser III cannons without my intervention. Like I mentioned before, I'm a bit of a stickler for minor things like that - it's just more things to save time when playing.

I'd almost wish for two options to upgrade ships:
1. Upgrade all ships in stardock.
2. Upgrade all ships in the fleet.

That way, you can hope for some protection for ships in orbit if you have other types of ships also in orbit, so the 1 hitpoint problem isn't much of a problem and you can still upgrade most of your old ships. Again, another time saver that might be overlooked.