Suggestion for Starbases = Hangers

No. I don't mean clothes hangers for the Captain so he can have a nice day at the Vurtualy generated quad-D Beach.

I'm talking about places to put your ships inside your starbases. Like a module called Hanger, that allows you to fit about 6 logistics points worth of ships in the starbase.

I didn't think of this myself, I was browsing through the English.STR file and I saw a list of starbase abilities, one was ShipDocking, and another was Terror Star, which interested me because they were never used in the game. I made my own module using the ShipDocking ability but it didn't work, so I decided to add a comment here suggesting that StarDock put it in the game.

Another nice thing would be a hanger improvement on a planet that allows you to have more ships orbiting, or in the starport.

So, if anyone wants to, they can expand on the idea here.
19,820 views 45 replies
Reply #1 Top
I think that sounds like a good idea, but I'm no modder nor actually can affect GalCiv. But if someone else does this, I'll definitely check it out.
Reply #2 Top
Hi!
Suggestion for Starbases = Hangers

So what would that hangar module do? I don't see any real use for it besides repairing ships.

BR, Iztok
Reply #3 Top
Well... it would seem more like a real starbase.

And it would keep the camera from anoyying me by moving over to that ship all the time when I have nothing for it to do and no room to put it on one of my planets.

It would also let your ships repair much faster, and upgrade your ships for a lot less than normal.
Reply #4 Top
Couldn't it also act as a stationary fleet? So that you could station ships 'inside' the starbase to swarm out and attack those foolish enough to invade? It would be great to have some extra defence for my mining starbases, and I think hangars sound like a great way to make that happen.
Reply #5 Top
It could allow the Ships to form fleets with the starbase. I mean, that would be the equivalent from the way I see it...
Reply #6 Top
Ah... now we're on to something!

you could place your fleet inside your starbase AS a fleet (so you don't have to re-form the fleet when they leave(actually, thats a good idea for planets too)). But don't let them form fleets with the starbase, just have the starbase shoot from the sideline. When the guard fleet is destroyed, its time to attack the starbase!

Of course, this would mean that starbase modules should have less attack and/or defense bonuses because you can guard them with fleets now...

It could allow the Ships to form fleets with the starbase. I mean, that would be the equivalent from the way I see it...


Yes, but that would eliminate the whole purpose of the hanger module, other than cheap repair and upgrade.

Reply #7 Top
"Control Tower"
1. Allows the starbase to be included as part of a fleet.

"Fleet Defense Coordinator"
2. Reduces the starbase's attack priority so that it is the last ship attacked.

"Tactical Control Computer"
3. Reduces the starbase's logistical cost for the purposes of forming fleets (allowing you to add more ships to the defense fleet).


Drydock (only allowed on Military bases)
1. Allows ships fleeted with the starbase to repair at 1/3 the rate of planetary repair.

Space Repair Facility
2. Allows ships fleeted with the starbase to repair at 2/3 the rate of planetary repair.

Advanced Repair Facility
3. Allows ships fleeted with the starbase to repair at the rate of planetary repair.

Starship Construction Facility
4. Allows the base to construct military vessels (no freighters, troop transports, colony ships, constructors, or miners.) Provides the equivalent of 1 of the best Factory units available with current technology, upgrades can increase this to 3.
Reply #8 Top
Adding hangers and other upgrades would make starbases more important(and fun). To me, starbases are a pain in the back and the micromanagement in upgrading them makes them a burden. It shouldn't be like this.
Reply #9 Top
starbase modules should have less attack and/or defense bonuses because you can guard them with fleets now...

Are you kidding me? Starbases already have low attack and defense bonuses because you're supposed to guard them with fleets.
Reply #11 Top
...and another was Terror Star, which interested me because they were never used in the game.


In case you don't know, Terror Stars are from GalCiv 1. They are supposed to be a super starbase that could move 1 parsec per turn, and blow up planets,... or so I've read. I have yet to play GalCiv 1.
Reply #12 Top
...and another was Terror Star, which interested me because they were never used in the game.


In case you don't know, Terror Stars are from GalCiv 1. They are supposed to be a super starbase that could move 1 parsec per turn, and blow up planets,... or so I've read. I have yet to play GalCiv 1.


I've played Galatic Civilizations 1. The Terro Star can destroy an entire star system by destroying its sun.
Reply #13 Top
I tried the putting terrorstar as an ability, but it didn't work, maybe the code needs some fixing...

Maybe a terror star should be a whole different type of starbase...
Reply #14 Top
Terror stars don't work because the devs haven't finished it. I have not been able to mod anything into the game that had not yet existed before in some form the attempt.

Need a new planetary structure that provides industry points, and a population growth bonus. Great we have factories and a fertility accelerator. Need a new starbase module that provides additional hit points, sorry the devs haven't made that yet, or else we would have them.

(Oddly, there are repair bay modules in one of the mod examples. But that doesn't exactly count since its official example.)
Reply #15 Top
The terror star is like a normal starbase. It can have all the upgrades a starbase can have. The only thing is that it can move (slowy) and can blow up a star. However, I noticed that the TS could not attack a ship, ships had to come to it.

It's a really powerful thing due to the fact that you can beef it up where it has no upgrades left. It could basically become a military, social, economy, and mining starbase all in one. Which means it could become a battering ram with influence victory. Plow it right into the enemy territory with iDrengins blaring and see their planets fall. Practically invincible fully upgraded.
Reply #16 Top
Yes. and maybe the devs could make a little event movie for it too.

The movie would show it firing a super beam at a star, then the star implodes and sucks every planet in that solar system in with it.

That would be cooooool.

Although, a super weapon that no-one could defeat would sorta disrupt the balance of the game, whoever gets the TS first wins.

It would have to have some sort of weakness, like a little exaust port that a fighter would have to fly through and launch a photon torpedo at the terror stars core?

Or maybe a whole different type of starbase module that turns a military starbase into an Anti-terror star?

If your evil, you get the TS module.
Good... you get the ATS module (anti-terrorstar)
Neutral? You also get the ATS module.

That would definetly put an end to the computers never researching xeno ethics.
Reply #17 Top
Although, a super weapon that no-one could defeat would sorta disrupt the balance of the game, whoever gets the TS first wins.


maybe this would be an event where every one gangs up on the owner of the TS. Clash of the titans. The terror star would have to look different for good and evil. I want mine to look bad-a*s! AHA, a custom terrorstar!

-"It's tough, but it ain't invincible."

Reply #18 Top
Yes. you can desighn your own ships, but not your own starbases!

A starbase desighner would be nice!
Reply #19 Top
Yes. you can desighn your own ships, but not your own starbases!

A starbase desighner would be nice!


There's the line, would a terror star be considered a ship or a starbase?....or something inbetween?
Reply #20 Top
Not inbetween, but way above both. It's a super weapon that can destroy solar systems!
Reply #21 Top
Not inbetween, but way above both. It's a super weapon that can destroy solar systems!


If it were to work like it did in Galciv1, blowing up the sun and all, what would happen to the planets? They would have to have a cold colonization tech to surivive it....assuming the planets did survive the explosion.
Reply #22 Top
Hmm... Terror Stars sound interesting, but...

What happens when two Terror Stars shoot each other? That's one Big Bang...
Reply #23 Top
ok the whole point of a "base" is...............ITS A BASE lol...........a base is where ur stationary things are........a place to recooperate and such............its not a movable thing......a "Super Planet Destroyer" needs to be a ship (a very slow ship) thats defended by other ships and such.........there could be a whole other class size for it also.....

I also think there should be a Constructor Starbase, so u could go make one close to enemy territory and build attack ships and such.......

i like to make a kinda wall of starbases a few parsecs apart, so that when an enemy attacks i have some warning and hav a chance of counterattacking.......but sometimes the enemy likes to just.........fly right by and go straight to a planet......well thats just not cool..............i think that when an enemy ship enters or flies through a starbases range, ( the little rotating dashed line around it) that the starbase automaticaly attacks the next turn or the ship attacks it........and since starbases dont have much attack capabilities anyway.........it would just damage the ship (there needs to be more attack for a starbase by the way lol)
Reply #24 Top
Terror Stars could work as modules for military starbases: one would allow it to move, the other would allow it to fire on and destroy a star: turn it into a white dwarf, destroy all planetary improvements, kill all civilians, and convert all its habitable planets to Barren PQ1. Horrifically expensive (like 5000 bc) and would probably be at the end of Battle Stations upgrade tree or some such. Only available to Evil civilizations. Uses up the same Logistics cost as a Huge. Nasty Bugger.

To counter, Good gets a new research tree "Plucky Young Heroic Pilot," which gives Good ships with Tiny hulls First Strike against enemy starbases, as well as allowing them to do something like 5x damage during that First Strike .

Neutral, well. . . hmmmmm. . . I guess they're just kinda screwed against TSs, they'll have to do it the hard way.
Reply #25 Top
Nuetral comes with enhanced logistics, so they can build better fleets to fight off the Terror Star. Since I'm assuming your comment is a Star Wars based one, themocaw, then compare nuetral to Episode VI's fleets. They can defeat it, but it costs more...