Destroying star systems using starbases

Teror Star

https://www.galciv2.com/mods/gc2modsdoc.htm#StarbaseModules
This is really a big story but stardock must let it be in the game. I was looking in the A Brief Guide to Modding Galactic Civilizations 2: Dread Lords that CariElf did and when I got to the Starbase Modules line I saw something like this: These are the possible StarbaseAbility strings: AttackAssist Increases the attack values of ships with weapons in the area of effect. Culture Increases the influence of your civilization in its area of effect. DefenseAssist Increases the defense values of ships with defenses in the area of effect. Mining Increases the bonuses from mining a resource ProductionAssist Increases the production on planets in the area of effect. RepairAssist Increases the rate at which ships repair themselves in the area of effect. ShipDocking Unused, but was meant to allow ships to dock at the starbase, similar to being in orbit of a planet. SlowEnemies Decreases the move/attack points that an enemy ship can use in its area of effect. SpeedAssist Increases the move/attack points that one of your ships can use in its area of effect. StarbaseAttack Gives the starbase weapons StarbaseDefense Gives the starbase defenses StarbaseRange Increases the distance that a ship can travel from the starbase StarbaseSensors Increases the sensor range of the starbase TerrorStar Currently not implemented, but it would be a special kind of military starbase that can destroy star systems. Trade Increases the amount of revenue that a freighter on a trade route brings in while it is in the area of effect. now look on the line of TerrorStar and you will see it can destroy star systems and I said WOW COOL I'll check it right away! and of coruse it didn't work because CariElf also said that it is currently not implemented but I ignored that line.... so this is a question for stardock! Could you make it possiable to destroyed planets?
19,620 views 15 replies
Reply #1 Top
It was an option in Gal Civ 1 and I thought someone said it was being looked at to be implemented again.
Reply #2 Top
destroying complete starsystems would be plainly stupid, Im glad its not in yet
Reply #3 Top
it would be a huge comeback option to loosing evil civs
Reply #4 Top
personally, i wouldn't want planets to be easily destoroyed unless they could also be easily created (a la Space Empires 4). it's bad enough when you're invaded with a PQ-dropping tactic.
Reply #5 Top
Spave Empires 4 and the soon to be released Space Empires 5 have weapons to destroy planets and stars.

Almost every thing in popular science fiction exists in Space Empires...creating planets, creating stars, Ringworlds, Sphereworlds, easy management of a whole list of your planets via constuction que list and other lists, real terraforming, humungous space battles via strategic or tactical, real planetary bombardment , hundreds of components for ships AND troops...yes you design mechanical troops too, what ever you wish to do in the game has a means of doing it, espionage and intelligence projects, you don't get to cheat by seeing what technologies opponents have in diplomacy...this takes intelligence projects, advaved diplomacy choices...subjugation and protectorate to name a couple, carriers with fighter bays, design your fighters with researched components, 20 races to choose from plus many neutral races or create your own, add your created races to a game, systems with up to ten planets, creating more planets from asteroids...

...I could go on and on...

At first I was a little disuaded by the older graphics (from around 2001, but not too bad) but the game just has so much depth...and several years of upgrades to make it near perfection. I fall asleep and wake up thinking of it.

Many of the concepts in Space Empires are being considered for other games but Space Empires is still moving forward with additions to Space Empires 5.

I'm eagerly awaiting Space Empires 5.

-Wade
Reply #6 Top
So you want starbase to turn into DEATH STAR, well.. that was pretty cool, but it should have a huge reserch tree for that, to balance the overall galactic power
Reply #7 Top
So you want starbase to turn into DEATH STAR, well.. that was pretty cool, but it should have a huge reserch tree for that, to balance the overall galactic power


Terror Star actually. One movement speed, no weapons at all. Set up the planet bomb. "Attention Gentlemen. All your base are belong to us. You have no chance to survive make your time".

"What you say!!"

Remove Terror Star, for great justice, for great game.
Reply #8 Top
Well I was hoping the Terror Stars would have shown up in 1.2. In a previous posting I pointed out that Terror Stars would be planet killers and using the Andromeda Series Nova Bombs to take out a whole star system. But the AI would have to have a way as well as yourself, to see or learn that someone is researching that tech. There has to be a way to counter both types of weapons in order to maintain game balance. A terror Star is useless against a fleet of ships. and 1 shot deal nova bomb can be carried on a Fighter. I can live without the Nova Bomb stuff no big deal but the Terror Star was soo cool. But it needs to have some restrictions like it has to be be built in your space influence zone. You can't just send 10 or 12 constructors to someones planet and build it on their doorstep. You will need to assign a fleet to protect it. on it's journey. Movement should be no more than 2 spaces per turn. And you can't have more than 1 at a time.
Reply #9 Top
Starlost, in case you hadn't realised, 1.2 IS NOT AN EXPANSION. The fact is, Terror Stars will be expansion precisely because of the reasons you have listed. The AI must recognise, counter, use, and defend them effectively. They will blow up planets. Nova bomb will not happen, as Brad has said he hates the pure cheese of blowing planets away. 1 parsec a turn. Certain UP things heavily restrict use of them.

GAH! am I seriously the only one who has read this? Please, someone prove me wrong.
Reply #10 Top
i like the idea of them being implemented, and perhaps an option for them to be enabled while setting up the game for those who don't, also to balance it, it could take time to charge, say, 6 turns, and during this time it's vulnerable to attacks,
Reply #11 Top
I talked about using invasion tactics that lower planet quality then giving the planet to an enemy and invading again to destroy planets.

Also, I am still experiencing a bug where I can't start new threads. It is detailed here. I hope stardock fixes this. I use Firefox, but the forum does not load on MSIE at all and on Netscape it loads but freezes Netscape.
https://www.galciv.wikia.com/wiki/User:SleepAtWork/forumbug
Reply #12 Top
I talked about using invasion tactics that lower planet quality then giving the planet to an enemy and invading again to destroy planets.


Waste of men, just disband the colony. It damages the planet and doesn't cost so many lives.
Reply #13 Top
I always using an invasion tactic that makes all the planet non habitable, but it never works..
Reply #14 Top
for the "terror stars", they could make it so you need a tech above doom ray, a tech above the huge hull tech, and ultimate logistics. After that have it so it still takes the player maybe 50 constructors, a planet downgraded by at least 10 classes (for all the minerals and resources needed to build something that big), and at least 2 years (100+ turns) to build, this should make it fair because i have a hard time to play that long without winning
also have it so the ai can use it of course
Reply #15 Top
yes that will be a good idea