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starfighter CARRIERS mod

starfighter CARRIERS mod

this would be the COOLEST thing to GalCiv2

For some reason, I dont like the idea of small starfighters travelling several parsecs during weeks...

I wonder if its possible to create a mod which would include:

- new tech tree, where you research ship docking tech/hangar bays/different sizes of hangar bays

- hangar bay modules

- impossibility of adding engines to small spacecraft

- impossibility of moving small spacecraft around the map without a carrier

- adding small spacecraft to a carrier without filling up the logistics

- use all these small spacecraft in battles
18,891 views 41 replies
Reply #26 Top
i have said this in other feeds will say it here

non of the ship hulls in the game could make a true fighter they are all too big

a true fighter would be big enough for one weapon maybe a defense but then the man. of the fighter would be its diffence


also there are fighters in the game the only problem is they are restricted to military starbases


as for it being a bad idea to have carries i don't think it is


but for those of you who think that they fighters would show up on the combat screen i refer to moo3 and those fighters are to big

so basically a fighter wing or two or three would add to the offense of the ship but you wouldn't be able to see them in battle their too small

although i think in a battle of only fighters and tiny hulls you might be able to see them

i look at tiny hulls as escort and bombers ie compare a b-17 to a mustang for size reference

or compare to an f-16 if you want the b-17 is still way bigger than the fighter even tho the fighter has a bigger engine

and the fighter still doesn't have the range of the bomber

another comparision would be pt boats with frigates in the us navy yes the pt boat has good range but not compared to the frigate of the same time period

ok i have had my say again
Reply #27 Top
- impossibility of adding engines to small spacecraft

- impossibility of moving small spacecraft around the map without a carrier


Now I'm no modder but I think this part could be done. If I remember (doubtful) correctly (miracles do happen) each module in the game has set stats but when you mount it to a hull its size is modified depending on the hull size you put it on. A MK1 Ion engine could be size 3 on a tiny hull but put it on a huge hull and its size is multiplied to be 5 times larger, 15. (No I'm not using actual numbers its just an example)

So, what you culd theoretically do is alter the size modifier for a hull class. Make it so engines mounted on tiny hulls require 100 times the normal space thus you make them impossible to mount.

If you can alter that value then I assume there is a value somewhere that says the base speed for the hull is 1 parsec, find it and change that to 0.

Alternatively, could you create a race ability that gives -100% speed? DA is implementing race mega abilities so maybe you could mod the effect into those if it cant go anywhere else.

EDIT - this is a stupid idea as it would affect all ships in the game not just the small ships! But then if you combine it with the size modifier idea maybe you could give other classes a size discount to engines allowing them to be fitted more easily to compensate a bit.

How you do the other things I have no idea at all, good luck to ye!
Reply #28 Top
---If you can alter that value then I assume there is a value somewhere that says the base speed for the hull is 1 parsec, find it and change that to 0.---

cannot change the base speed to 0 i know i tried

i hope that didn't come out right i am going on 48 hours with little sleep


Reply #29 Top
Your idea is a bit unbalancing because there will be a long time before you research larger hulls. Until then, tiny hulls are useless. You will not be able to beuild scouts or have decent warfare until medium ships, and that is a bit unbalancing. The player will just beeline to medium ships, and the AI won't stand a chance.


I think a better idea would be to have a large module which allows the ship to override the speed and range of tiny (and mayby small) ships within the same fleet. That way, you do not have to put engines or life suport on, leaving more room for weapons. In addition, the carrier module would have to be large enough so it will only fit on large and huge hulls (mayby medium hulls after a lot of miniturization research). This has two effects:

One, it makes carriers a late game edition. Also, since it requires existing logistics, the carrier would be most effective in the late-game anyway.

Two, it keeps carriers from overshadowing capital ships, for a non-carrier ship will always be much more powerful than a carrier. A carrier will depend mostly on its fleet for protecton, and will only provide some support. Non-carrier capital ships can fight on its own.

With this, carriers do not become the no-brainer choice stadock fears they will become. They become an option, and options add to the strategy.
Reply #30 Top
you know what i have been reading about carriers on this feed and all of the others is that you guys don't want carriers you want tankers to give your tiny ships the range of your larger ships

i have a solution to that and i do this and that is not to put any life support on any ship
Reply #31 Top
With this, carriers do not become the no-brainer choice stadock fears they will become. They become an option, and options add to the strategy.


If only it could be so simple. I am a definite pro-carrier person myself and I have tried to resist these topics as much as possible, until now. It is great to discuss the how's and why's of carriers and everyone under the sun has a pro or con for them. Unfortunately, I don't think we will ever get them in GC2, whether as an update or an expansion item. The devs have made it clear that we won't see them. Hell, the devs seem to be more open to the MP aspect than carriers, so I don't expect them. Now if GC3 were to be more tactical, with emphasis on ships, weapons, defenses, and soldiering... we might have something there. Or maybe Stardock could go in a different direction and make a totally new game that is purely, utterly, insanely tactical, tactical, tactical. Give us F.I.S.T. (Flying Infantry Shock Troops)soldiers, planetary defenses, planet/star destroyers... I could just keep on going  
But seriously, come on Stardock... make us a whole new game with more tactics than we could shake a stick at... I think a lot of us would buy it, what do you guys think?  
Reply #32 Top
a whole new game with more tactics than we could shake a stick at...


GALCIV TACTICS anyone ? (damn my FOT addiction)
Reply #33 Top
When you boil down what a Carrier gives you that a Battleship/Dreadnought does not, the main difference that appears is that a Carrier can project force over a greater distance than any other ship (other than a current missile crusier) can respond to.

Since all weapon ranges in GC2 are equal to each other and have equal reloading/recharging times, there really is no difference between a huge hull that is primarily an offensive weapons platform with minor defenses and a huge hull that sends off offensive weaponry in the form of very tiny hulls (that strikes/returns and uses the same basic types of weaponry every other ship uses) and has little room for defenses.

Now, if &/or when true tactical combat is introduced in a future offering, parameters such as range of weapons [effective & maximum], restriction of weapons to certain types of ships or hull sizes (analgonous to the difference between a 5" gun max on a destroyer and a 16" gun on a battleship), recycle time for firing, target aquisition/stealthing and the like will make having a variety of ships and the battle formations of those ships a very important part of winning battles.

And yes - then Carriers would be a powerful addition to the arsenal.
Reply #35 Top
Carriers rulez fooz(jk) lol



Heck yeh they do. This game needs carriers if it wants to keep it's fan base. Carriers are only the begining though we also NEED multiplayer and tactical combat and a planet destroying weapon and I could go on but others get pissed going over the same old thing.
Reply #36 Top

This game needs carriers if it wants to keep it's fan base.


Not a true statement.

Now maybe, if it wants to keep those of you who want carriers,.... or maybe not. You are still playing although it has been said that there are no plans to introduce carriers into the game, by Stardock officials and Brad himself.

Do a forums search for Carrier threads. Read the debate that has raged since the creation of GalCiv2. Since its inception. Then argue the points again.

this one, when you have completed your transformation into a Care-bear.
- Good Sunshinebringer


Not taking a shot here Evil but for some reason, lately, this does fit. You have been such a staunch voice in the past, it is good to see some flexibility in your tone sir. However, that quote made me laugh so hard my employees thought I was having a heart attack!


Reply #37 Top
as good of an idea as this is it has a down side
Reply #38 Top
Heck yeh they do. This game needs carriers if it wants to keep it's fan base. Carriers are only the begining though we also NEED multiplayer and tactical combat and a planet destroying weapon and I could go on but others get pissed going over the same old thing.

Carriers, MP, tac combat, and planet destroyers are not going to keep or destroy a fan base.

I would like to see MP, just to play with my nephew.
All the rest, don't care one iota about.

And even MP, if it never happens it never happens, it is still a great game in its own right.

How many other game companies have listened to, and responded so well to, its customers as Stardock has?

What I see is just, give me this, give me that, I won't be happy otherwise.

Find a different game if you want a different game.

There is just so much Stardock can do, after all.



The game does not NEED carriers.

It would make a bit more variety, that's all.
But it is not needed, by any stretch of the imagination.
Reply #39 Top
Heck yeh they do. This game needs carriers if it wants to keep it's fan base. Carriers are only the begining though we also NEED multiplayer and tactical combat and a planet destroying weapon and I could go on but others get pissed going over the same old thing.

Carriers, MP, tac combat, and planet destroyers are not going to keep or destroy a fan base.

I would like to see MP, just to play with my nephew.
All the rest, don't care one iota about.

And even MP, if it never happens it never happens, it is still a great game in its own right.

How many other game companies have listened to, and responded so well to, its customers as Stardock has?

What I see is just, give me this, give me that, I won't be happy otherwise.

Find a different game if you want a different game.

There is just so much Stardock can do, after all.



The game does not NEED carriers.

It would make a bit more variety, that's all.
But it is not needed, by any stretch of the imagination.
Reply #40 Top
Your idea is a bit unbalancing because there will be a long time before you research larger hulls.[/B]
something we must think about, but the fact is that it makes no sense to research large hulls!

If we could take the material to space cheaply (so basically our problem is propulsion), humanity could RIGHT now assemble a 1km long ship capable of carrying several starfighters inside. The largest ships in the world today are over 450 meters long, and they support the weight caused by gravity and the impact of waves. Submarines support huge pressures, and there are submarines as big as medium sized ships in GalCiv2.

So I think that realistically, researching larger hulls size is stupid. You build different sizes of ships for different reasons, as price, mobility (both in travel and combat), etc.

US has "already" researched the big hulls ships. But they still build much more jetfighters and such than aircraft carriers or destroyers.

Mind you, a F-22 custs $361 million per aircraft (source: Wikipedia).

A Nimitz class aircraft carrier custs around $5 billion. So, one top of line aircraft carrier (huge hull) custs the same as 13 top of line fighters (tiny hulls)



Until then, tiny hulls are useless. You will not be able to beuild scouts or have decent warfare until medium ships, and that is a bit unbalancing. The player will just beeline to medium ships, and the AI won't stand a chance.

I know. And thats why larger hull sizes should be available from the beginning. The size of ships should be a matter of CHOICE (price and combat abilities), not of technology.


[B]One, it makes carriers a late game edition. Also, since it requires existing logistics, the carrier would be most effective in the late-game anyway.


maybe the carrier shouldnt depend on existing logistics. But on number of hangar bays, which would be quite expensive.
Reply #41 Top
Perhaps it is because they are called fighters.

Rename them to be destroyers or sloops or carracks or clippers or junks or schooners - anything but fighters. I think that is what is confusing everyone. They see fighter and decide that fighters need carriers.

Eh! What do I know? I don't even have a nickname.